You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
793 lines
17 KiB
C++
793 lines
17 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
|
|
|
|
//=============================================================================
|
|
// Unreal base structures.
|
|
|
|
// Temporary mirrors of C++ structs
|
|
|
|
#pragma once
|
|
#if !CPP //noexport class
|
|
|
|
// Generic axis enum (mirrored for native use in Axis.h).
|
|
UENUM()
|
|
namespace EAxis
|
|
{
|
|
enum Type
|
|
{
|
|
None,
|
|
X,
|
|
Y,
|
|
Z
|
|
};
|
|
}
|
|
|
|
// Interpolation data types.
|
|
UENUM()
|
|
enum EInterpCurveMode
|
|
{
|
|
CIM_Linear UMETA(DisplayName="Linear"),
|
|
CIM_CurveAuto UMETA(DisplayName="Curve Auto"),
|
|
CIM_Constant UMETA(DisplayName="Constant"),
|
|
CIM_CurveUser UMETA(DisplayName="Curve User"),
|
|
CIM_CurveBreak UMETA(DisplayName="Curve Break"),
|
|
CIM_CurveAutoClamped UMETA(DisplayName="Curve Auto Clamped"),
|
|
CIM_MAX,
|
|
};
|
|
|
|
// @warning: When you update this, you must add an entry to GPixelFormats(see RenderUtils.cpp)
|
|
// @warning: When you update this, you must add an entries to PixelFormat.h, usually just copy the generated section on the header into EPixelFormat
|
|
// @warning: The *Tools DLLs will also need to be recompiled if the ordering is changed, but should not need code changes.
|
|
UENUM()
|
|
enum EPixelFormat
|
|
{
|
|
PF_Unknown,
|
|
PF_A32B32G32R32F,
|
|
PF_B8G8R8A8,
|
|
// UNORM red (0..1)
|
|
PF_G8,
|
|
PF_G16,
|
|
PF_DXT1,
|
|
PF_DXT3,
|
|
PF_DXT5,
|
|
PF_UYVY,
|
|
// A RGB FP format with platform-specific implementation, for use with render targets
|
|
PF_FloatRGB,
|
|
// A RGBA FP format with platform-specific implementation, for use with render targets
|
|
PF_FloatRGBA,
|
|
// A depth+stencil format with platform-specific implementation, for use with render targets
|
|
PF_DepthStencil,
|
|
// A depth format with platform-specific implementation, for use with render targets
|
|
PF_ShadowDepth,
|
|
PF_R32_FLOAT,
|
|
PF_G16R16,
|
|
PF_G16R16F,
|
|
PF_G16R16F_FILTER,
|
|
PF_G32R32F,
|
|
PF_A2B10G10R10,
|
|
PF_A16B16G16R16,
|
|
PF_D24,
|
|
PF_R16F,
|
|
PF_R16F_FILTER,
|
|
PF_BC5,
|
|
// SNORM red, green (-1..1)
|
|
PF_V8U8,
|
|
PF_A1,
|
|
// A low precision floating point format.
|
|
PF_FloatR11G11B10,
|
|
PF_A8,
|
|
PF_R32_UINT,
|
|
PF_R32_SINT,
|
|
PF_PVRTC2,
|
|
PF_PVRTC4,
|
|
PF_R16_UINT,
|
|
PF_R16_SINT,
|
|
PF_R16G16B16A16_UINT,
|
|
PF_R16G16B16A16_SINT,
|
|
PF_R5G6B5_UNORM,
|
|
PF_R8G8B8A8,
|
|
// Only used for legacy loading; do NOT use!
|
|
PF_A8R8G8B8,
|
|
// High precision single channel block compressed, equivalent to a single channel BC5, 8 bytes per 4x4 block.
|
|
PF_BC4,
|
|
// UNORM red, green (0..1)
|
|
PF_R8G8,
|
|
// ATITC formats
|
|
PF_ATC_RGB,
|
|
PF_ATC_RGBA_E,
|
|
PF_ATC_RGBA_I,
|
|
// Used for creating SRVs to alias a DepthStencil buffer to read Stencil. Don't use for creating textures.
|
|
PF_X24_G8,
|
|
PF_ETC1,
|
|
PF_ETC2_RGB,
|
|
PF_ETC2_RGBA,
|
|
PF_R32G32B32A32_UINT,
|
|
PF_R16G16_UINT,
|
|
PF_MAX,
|
|
};
|
|
|
|
UENUM()
|
|
namespace EMouseCursor
|
|
{
|
|
enum Type
|
|
{
|
|
/** Causes no mouse cursor to be visible */
|
|
None,
|
|
|
|
/** Default cursor (arrow) */
|
|
Default,
|
|
|
|
/** Text edit beam */
|
|
TextEditBeam,
|
|
|
|
/** Resize horizontal */
|
|
ResizeLeftRight,
|
|
|
|
/** Resize vertical */
|
|
ResizeUpDown,
|
|
|
|
/** Resize diagonal */
|
|
ResizeSouthEast,
|
|
|
|
/** Resize other diagonal */
|
|
ResizeSouthWest,
|
|
|
|
/** MoveItem */
|
|
CardinalCross,
|
|
|
|
/** Target Cross */
|
|
Crosshairs,
|
|
|
|
/** Hand cursor */
|
|
Hand,
|
|
|
|
/** Grab Hand cursor */
|
|
GrabHand,
|
|
|
|
/** Grab Hand cursor closed */
|
|
GrabHandClosed,
|
|
|
|
/** a circle with a diagonal line through it */
|
|
SlashedCircle,
|
|
|
|
/** Eye-dropper cursor for picking colors */
|
|
EyeDropper,
|
|
};
|
|
}
|
|
|
|
// A globally unique identifier.
|
|
USTRUCT(immutable, noexport)
|
|
struct FGuid
|
|
{
|
|
UPROPERTY(EditAnywhere, SaveGame, Category=Guid)
|
|
int32 A;
|
|
|
|
UPROPERTY(EditAnywhere, SaveGame, Category=Guid)
|
|
int32 B;
|
|
|
|
UPROPERTY(EditAnywhere, SaveGame, Category=Guid)
|
|
int32 C;
|
|
|
|
UPROPERTY(EditAnywhere, SaveGame, Category=Guid)
|
|
int32 D;
|
|
};
|
|
|
|
// A unique identifier for networking objects
|
|
USTRUCT(immutable, noexport)
|
|
struct FNetworkGUID
|
|
{
|
|
UPROPERTY(SaveGame)
|
|
uint32 Value;
|
|
};
|
|
|
|
// A point or direction FVector in 3d space.
|
|
USTRUCT(immutable, noexport, BlueprintType, meta=(HasNativeMake="Engine.KismetMathLibrary.MakeVector", HasNativeBreak="Engine.KismetMathLibrary.BreakVector"))
|
|
struct FVector
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector, SaveGame)
|
|
float X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector, SaveGame)
|
|
float Y;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector, SaveGame)
|
|
float Z;
|
|
|
|
};
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FVector4
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector4, SaveGame)
|
|
float X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector4, SaveGame)
|
|
float Y;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector4, SaveGame)
|
|
float Z;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector4, SaveGame)
|
|
float W;
|
|
|
|
};
|
|
|
|
|
|
USTRUCT(immutable, noexport, BlueprintType, meta=(HasNativeMake="Engine.KismetMathLibrary.MakeVector2D", HasNativeBreak="Engine.KismetMathLibrary.BreakVector2D"))
|
|
struct FVector2D
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector2D, SaveGame)
|
|
float X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Vector2D, SaveGame)
|
|
float Y;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FTwoVectors
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=TwoVectors, SaveGame)
|
|
FVector v1;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=TwoVectors, SaveGame)
|
|
FVector v2;
|
|
|
|
};
|
|
|
|
|
|
// A plane definition in 3D space.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FPlane : public FVector
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Plane, SaveGame)
|
|
float W;
|
|
|
|
};
|
|
|
|
|
|
// An orthogonal rotation in 3d space.
|
|
|
|
USTRUCT(immutable, noexport, BlueprintType, meta=(HasNativeMake="Engine.KismetMathLibrary.MakeRot", HasNativeBreak="Engine.KismetMathLibrary.BreakRot"))
|
|
struct FRotator
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Rotator, SaveGame)
|
|
float Pitch;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Rotator, SaveGame)
|
|
float Yaw;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Rotator, SaveGame)
|
|
float Roll;
|
|
|
|
};
|
|
|
|
|
|
// Quaternion.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FQuat
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Quat, SaveGame)
|
|
float X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Quat, SaveGame)
|
|
float Y;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Quat, SaveGame)
|
|
float Z;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Quat, SaveGame)
|
|
float W;
|
|
|
|
};
|
|
|
|
|
|
// A packed normal.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FPackedNormal
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PackedNormal, SaveGame)
|
|
uint8 X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PackedNormal, SaveGame)
|
|
uint8 Y;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PackedNormal, SaveGame)
|
|
uint8 Z;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PackedNormal, SaveGame)
|
|
uint8 W;
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
* Screen coordinates.
|
|
*/
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FIntPoint
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IntPoint, SaveGame)
|
|
int32 X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IntPoint, SaveGame)
|
|
int32 Y;
|
|
|
|
};
|
|
|
|
/**
|
|
* An integer vector in 3D space
|
|
*/
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FIntVector
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IntVector, SaveGame)
|
|
int32 X;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IntVector, SaveGame)
|
|
int32 Y;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IntVector, SaveGame)
|
|
int32 Z;
|
|
};
|
|
|
|
|
|
// A Color.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FColor
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Color, SaveGame, meta=(ClampMin="0", ClampMax="255"))
|
|
uint8 B;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Color, SaveGame, meta=(ClampMin="0", ClampMax="255"))
|
|
uint8 G;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Color, SaveGame, meta=(ClampMin="0", ClampMax="255"))
|
|
uint8 R;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Color, SaveGame, meta=(ClampMin="0", ClampMax="255"))
|
|
uint8 A;
|
|
|
|
};
|
|
|
|
|
|
// A linear color.
|
|
|
|
USTRUCT(immutable, noexport, BlueprintType)
|
|
struct FLinearColor
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LinearColor, SaveGame)
|
|
float R;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LinearColor, SaveGame)
|
|
float G;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LinearColor, SaveGame)
|
|
float B;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LinearColor, SaveGame)
|
|
float A;
|
|
|
|
};
|
|
|
|
|
|
// A bounding box.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FBox
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Box, SaveGame)
|
|
FVector Min;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Box, SaveGame)
|
|
FVector Max;
|
|
|
|
UPROPERTY()
|
|
uint8 IsValid;
|
|
|
|
};
|
|
|
|
|
|
// A bounding box and bounding sphere with the same origin.
|
|
|
|
USTRUCT(noexport)
|
|
struct FBoxSphereBounds
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=BoxSphereBounds, SaveGame)
|
|
FVector Origin;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=BoxSphereBounds, SaveGame)
|
|
FVector BoxExtent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=BoxSphereBounds, SaveGame)
|
|
float SphereRadius;
|
|
|
|
};
|
|
|
|
/**
|
|
* Structure for arbitrarily oriented boxes (i.e. not necessarily axis-aligned).
|
|
*/
|
|
USTRUCT(immutable, noexport)
|
|
struct FOrientedBox
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
FVector Center;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
FVector AxisX;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
FVector AxisY;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
FVector AxisZ;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
float ExtentX;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
float ExtentY;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=OrientedBox, SaveGame)
|
|
float ExtentZ;
|
|
};
|
|
|
|
// a 4x4 matrix.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FMatrix
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Matrix, SaveGame)
|
|
FPlane XPlane;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Matrix, SaveGame)
|
|
FPlane YPlane;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Matrix, SaveGame)
|
|
FPlane ZPlane;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Matrix, SaveGame)
|
|
FPlane WPlane;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurvePointFloat
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointFloat)
|
|
float InVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointFloat)
|
|
float OutVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointFloat)
|
|
float ArriveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointFloat)
|
|
float LeaveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointFloat)
|
|
TEnumAsByte<enum EInterpCurveMode> InterpMode;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurveFloat
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurveFloat)
|
|
TArray<FInterpCurvePointFloat> Points;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurvePointVector2D
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector2D)
|
|
float InVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector2D)
|
|
FVector2D OutVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector2D)
|
|
FVector2D ArriveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector2D)
|
|
FVector2D LeaveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector2D)
|
|
TEnumAsByte<enum EInterpCurveMode> InterpMode;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurveVector2D
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurveVector2D)
|
|
TArray<FInterpCurvePointVector2D> Points;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurvePointVector
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector)
|
|
float InVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector)
|
|
FVector OutVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector)
|
|
FVector ArriveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector)
|
|
FVector LeaveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointVector)
|
|
TEnumAsByte<enum EInterpCurveMode> InterpMode;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurveVector
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurveVector)
|
|
TArray<FInterpCurvePointVector> Points;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurvePointTwoVectors
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointTwoVectors)
|
|
float InVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointTwoVectors)
|
|
FTwoVectors OutVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointTwoVectors)
|
|
FTwoVectors ArriveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointTwoVectors)
|
|
FTwoVectors LeaveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointTwoVectors)
|
|
TEnumAsByte<enum EInterpCurveMode> InterpMode;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurveTwoVectors
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurveTwoVectors)
|
|
TArray<FInterpCurvePointTwoVectors> Points;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurvePointLinearColor
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointLinearColor)
|
|
float InVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointLinearColor)
|
|
FLinearColor OutVal;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointLinearColor)
|
|
FLinearColor ArriveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointLinearColor)
|
|
FLinearColor LeaveTangent;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurvePointLinearColor)
|
|
TEnumAsByte<enum EInterpCurveMode> InterpMode;
|
|
|
|
};
|
|
|
|
|
|
|
|
USTRUCT(noexport)
|
|
struct FInterpCurveLinearColor
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=InterpCurveLinearColor)
|
|
TArray<FInterpCurvePointLinearColor> Points;
|
|
|
|
};
|
|
|
|
|
|
/** Transform definition. */
|
|
|
|
USTRUCT(noexport, BlueprintType, meta=(HasNativeMake="Engine.KismetMathLibrary.MakeTransform", HasNativeBreak="Engine.KismetMathLibrary.BreakTransform"))
|
|
struct FTransform
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, SaveGame)
|
|
FQuat Rotation;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, SaveGame)
|
|
FVector Translation;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transform, SaveGame, meta=(MakeStructureDefaultValue = "1,1,1"))
|
|
FVector Scale3D;
|
|
|
|
};
|
|
|
|
|
|
/** Thread-safe RNG. */
|
|
|
|
USTRUCT(noexport, BlueprintType)
|
|
struct FRandomStream
|
|
{
|
|
public:
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=RandomStream, SaveGame)
|
|
int32 InitialSeed;
|
|
|
|
int32 Seed;
|
|
};
|
|
|
|
|
|
// A date/time value.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FDateTime
|
|
{
|
|
UPROPERTY()
|
|
int64 Ticks;
|
|
};
|
|
|
|
|
|
// A time span value.
|
|
|
|
USTRUCT(immutable, noexport)
|
|
struct FTimespan
|
|
{
|
|
UPROPERTY()
|
|
int64 Ticks;
|
|
};
|
|
|
|
|
|
// A string asset reference
|
|
|
|
USTRUCT(noexport)
|
|
struct FStringAssetReference
|
|
{
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=StringAssetReference)
|
|
FString AssetLongPathname;
|
|
};
|
|
|
|
// A string class reference
|
|
|
|
USTRUCT(noexport)
|
|
struct FStringClassReference : public FStringAssetReference
|
|
{
|
|
};
|
|
|
|
// A struct used as stub for deleted ones.
|
|
|
|
USTRUCT(noexport)
|
|
struct FFallbackStruct
|
|
{
|
|
};
|
|
|
|
UENUM()
|
|
namespace ERangeBoundTypes
|
|
{
|
|
/**
|
|
* Enumerates the valid types of range bounds.
|
|
*/
|
|
enum Type
|
|
{
|
|
/**
|
|
* The range excludes the bound.
|
|
*/
|
|
Exclusive,
|
|
|
|
/**
|
|
* The range includes the bound.
|
|
*/
|
|
Inclusive,
|
|
|
|
/**
|
|
* The bound is open.
|
|
*/
|
|
Open
|
|
};
|
|
}
|
|
|
|
// A float range bound
|
|
|
|
USTRUCT(noexport)
|
|
struct FFloatRangeBound
|
|
{
|
|
UPROPERTY(EditAnywhere, Category=Range)
|
|
TEnumAsByte<ERangeBoundTypes::Type> Type;
|
|
|
|
UPROPERTY(EditAnywhere, Category=Range)
|
|
float Value;
|
|
};
|
|
|
|
// A float range
|
|
|
|
USTRUCT(noexport)
|
|
struct FFloatRange
|
|
{
|
|
UPROPERTY(EditAnywhere, Category=Range)
|
|
FFloatRangeBound LowerBound;
|
|
|
|
UPROPERTY(EditAnywhere, Category=Range)
|
|
FFloatRangeBound UpperBound;
|
|
};
|
|
|
|
// An int32 range bound
|
|
|
|
USTRUCT(noexport)
|
|
struct FInt32RangeBound
|
|
{
|
|
UPROPERTY(EditAnywhere, Category = Range)
|
|
TEnumAsByte<ERangeBoundTypes::Type> Type;
|
|
|
|
UPROPERTY(EditAnywhere, Category = Range)
|
|
int32 Value;
|
|
};
|
|
|
|
// An int32 range
|
|
|
|
USTRUCT(noexport)
|
|
struct FInt32Range
|
|
{
|
|
UPROPERTY(EditAnywhere, Category = Range)
|
|
FInt32RangeBound LowerBound;
|
|
|
|
UPROPERTY(EditAnywhere, Category = Range)
|
|
FInt32RangeBound UpperBound;
|
|
};
|
|
|
|
//=============================================================================
|
|
// Object: The base class all objects.
|
|
// This is a built-in Unreal class and it shouldn't be modified by mod authors
|
|
//=============================================================================
|
|
|
|
UCLASS(abstract, noexport)
|
|
class UObject
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
//=============================================================================
|
|
// K2 support functions.
|
|
|
|
/**
|
|
* Executes some portion of the ubergraph.
|
|
*
|
|
* @param EntryPoint The entry point to start code execution at.
|
|
*/
|
|
UFUNCTION(BlueprintImplementableEvent, meta=(BlueprintInternalUseOnly = "true"))
|
|
virtual void ExecuteUbergraph(int32 EntryPoint);
|
|
};
|
|
|
|
#endif
|