Įƒ*ž€Ćš€š7 ‹6;}żžźEjN ūąœŃ»f7XvXwXxXyXzX{X|X}X~XX€XX‚XƒX„X…X†X‡XˆX‰XŠX‹XŒXXŽXXX‘X’X“X”X•X–X—X˜d s؀²€³€“€µ€¶€·€ø€¹€ŗ€»€¼€½€¾€æ€Ą€Į€Ā€ĆNone Impostor AttachSocket LODLevelSystemCoreMesh UnrealEdObjectFSectionDigest NotifyInfoEngineSequencePropertiesAttachLOD CollisionNotifyPropertiesVectorAdjust Redigest CompressionGlobalCompression LODStyleSkinSkinTesselationFactorNoneEditorUnrealEdEngineSkelPrefsEditPropsSequEditProps Animation ImpSpaceModeMeshEditPropsAnimEditPropsAnimBrowserMeshScaleNone DrawTypeGroupsSoundOcclusion AmbientGlowScale3DRelativeRotationRate BoneNameRelativeLocationEImpSpaceMode EImpDrawModeEImpLightModeEMeshSectionMethod Rotation ScriptTextNotify MeshObjectMeshAnimation AnimNotify StaticMesh MaterialActor hWndMain EditorEngineMeshSectionMethodMaxRigidParts MinPartFaces MeldSizeClassDistanceFactorReductionFactor HysteresisMaxInfluencesRedigestSwitch RigidizePackageA_Translation A_Rotation AttachAlias Test_Scale TestMeshTestStaticMeshWBrowserAnimationPtr Translation MinVisBound MaxVisBoundVisSphereCenterVisSphereRadius TextBufferEnumDefaultAnimationColorRotator LOD_Strength LODLevelsStructTestCollisionRadiusTestCollisionHeightSocketsApplyNewSocketsContinuousUpdateStructPropertybImpostorPresentSpriteMaterialArrayProperty ImpColor NameProperty ImpDrawMode ImpLightModeObjectPropertyFloatPropertyOldArrayCount BoolProperty NotifyFrameOldRevisionNumNotifys IntProperty ByteProperty SequenceName NotifyVtblNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneMEPBonePrimSphereMEPBonePrimBoxCollisionBoxesRadiiRadiusoffsetCollisionSpheresNone OnImportWeldDuplicateVerticesPointerPropertyCollisionStaticMeshbBlockZeroExtentbBlockNonZeroExtent bBlockKarmaNone PropertiesLIPSincControllerPropsLIPSincPrefsPropsSoundbInterruptible BlendInTime BlendOutTimeLIPSincAnimPropsWBrowserLIPSincPtrNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneBFI BB Bm ’’’’’’’’’’’’’’’’’’’—žKH’ ‚#:€?€?€?" $€?):€?€?€?BBn9//============================================================================= // Object to facilitate properties editing //============================================================================= // Animation / Mesh editor object to expose/shuttle only selected editable // parameters from UMeshAnim/ UMesh objects back and forth in the editor. // class MeshEditProps extends MeshObject hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // Static/smooth parts struct native FSectionDigest { var() EMeshSectionMethod MeshSectionMethod; var() int MaxRigidParts; var() int MinPartFaces; var() float MeldSize; }; // LOD struct native LODLevel { var() float DistanceFactor; var() float ReductionFactor; var() float Hysteresis; var() int MaxInfluences; var() bool RedigestSwitch; var() FSectionDigest Rigidize; }; struct native AttachSocket { var() vector A_Translation; var() rotator A_Rotation; var() name AttachAlias; var() name BoneName; var() float Test_Scale; var() mesh TestMesh; var() staticmesh TestStaticMesh; }; struct native MEPBonePrimSphere { var() name BoneName; var() vector Offset; var() float Radius; var() int bBlockKarma; var() int bBlockNonZeroExtent; var() int bBlockZeroExtent; }; struct native MEPBonePrimBox { var() name BoneName; var() vector Offset; var() vector Radii; var() int bBlockKarma; var() int bBlockNonZeroExtent; var() int bBlockZeroExtent; }; var const pointer WBrowserAnimationPtr; var(Mesh) vector Scale; var(Mesh) vector Translation; var(Mesh) rotator Rotation; var(Mesh) vector MinVisBound; var(Mesh) vector MaxVisBound; var(Mesh) vector VisSphereCenter; var(Mesh) float VisSphereRadius; var(Redigest) int LODStyle; //Make drop-down box w. styles... var(Animation) MeshAnimation DefaultAnimation; var(Skin) array Material; // To be implemented: - material order specification to re-sort the sections (for multiple translucent materials ) // var(RenderOrder) array MaterialOrder; // To be implemented: - originalmaterial names from Maya/Max // var(OriginalMaterial) array OrigMat; var(LOD) float LOD_Strength; var(LOD) array LODLevels; var(LOD) float SkinTesselationFactor; // Collision cylinder: for testing/preview only, not saved with mesh (Actor property !) var(Collision) float TestCollisionRadius; // Radius of collision cyllinder. var(Collision) float TestCollisionHeight; // Half-height cyllinder. var(Collision) array CollisionSpheres; // Array of spheres linked to bones var(Collision) array CollisionBoxes; // Array of boxes linked to bones var(Collision) StaticMesh CollisionStaticMesh; // Optional static mesh used for traces. var(Attach) array Sockets; // Sockets, with or without adjustment coordinates / bone aliases. var(Attach) bool ApplyNewSockets; // Explicit switch to apply changes var(Attach) bool ContinuousUpdate; // Continuous updating (to adjust socket angles interactively) var(Impostor) bool bImpostorPresent; var(Impostor) Material SpriteMaterial; var(Impostor) vector Scale3D; var(Impostor) rotator RelativeRotation; var(Impostor) vector RelativeLocation; var(Impostor) color ImpColor; // Impostor base coloration. var(Impostor) EImpSpaceMode ImpSpaceMode; var(Impostor) EImpDrawMode ImpDrawMode; var(Impostor) EImpLightMode ImpLightMode; ‚’’’’’’’’’’’’’’’’’’ söMS‚@E‚BBEclass NotifyProperties extends Object native hidecategories(Object) collapsecategories; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var int OldArrayCount; var const pointer WBrowserAnimationPtr; struct native NotifyInfo { var() FLOAT NotifyFrame; var() editinlinenotify AnimNotify Notify; var INT OldRevisionNum; }; var() Array Notifys; ‚ q’’’’’’’’’’’’’’’’’’ œl‚@E‚BBx //============================================================================= // Object to facilitate properties editing //============================================================================= // Sequence / Mesh editor object to expose/shuttle only selected editable // class SequEditProps extends Object hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var const pointer WBrowserAnimationPtr; var(Adjust) vector Translation; var(Adjust) rotator Rotation; var(SequenceProperties) float Rate; var(SequenceProperties) float Compression; var(SequenceProperties) name SequenceName; var(Groups) array Groups; ‚ r’’’’’’’’’’’’’’’’’’ °#‚@E‚BBj//============================================================================= // Object to facilitate properties editing //============================================================================= // Preferences tab for the animation browser... // class SkelPrefsEditProps extends Object hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var const pointer WBrowserAnimationPtr; var(OnImport) bool WeldDuplicateVertices; –e’’’’’’’’’’’’’’’’’’ HL7Ū–Wā3± ‚BBKclass UnrealEdEngine extends EditorEngine native noexport transient; var const pointer NotifyVtbl; var const pointer hWndMain; BM //============================================================================= // Object to facilitate properties editing //============================================================================= // Animation / Mesh editor object to expose/shuttle only selected editable // parameters from UMeshAnim/ UMesh objects back and forth in the editor. // class AnimEditProps extends Object hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var const pointer WBrowserAnimationPtr; var(Compression) float GlobalCompression; ‚o!’’’’’’’’’’’’’’’’’’ö椮‚@E‚$€?BB  B B B B2class AnimBrowserMesh extends Actor native; BBBBBBB‡B ’B!B"B#B$›B”B'‡B(‡B)’B*‡B+‡B,‡B-B.B/™B1@0BB—B2B4@3BBB5B6BaB9@ 8BBB: B; B<B=—B>‡B?’B@‡BAœBBBCžBYŸBBpB“"’’’’’’’’€’’’’’’’’’’Hõw›“ʁ)ƒ ‚%(’'BBJ BKD šBBB@MBBBP‡BQ’BR BS BT B@&UBBBZ^ZB]YBgYB[Y‡B\YB_ZB`Z‡BjZ‡Bc@bBBZBn@dBBYBf BB BBhYBiYBYBkZBlZBZB& BB7”BE BBL BBO BBs BBa‚uzp’’’’’’’’’’’’’’’’’’tōFP‚@E‚mÓn$ Co$\CBBK // ifdef WITH_LIPSinc //============================================================================= // Object to facilitate properties editing //============================================================================= // LIPSinc Anim editor object to expose/shuttle only selected editable // parameters from TLIPSincAnimation objects back and forth in the editor. class LIPSincAnimProps extends Object hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var const int WBrowserLIPSincPtr; var(Sound) Sound Sound; var(Properties) bool bInterruptible; var(Properties) float BlendInTime; var(Properties) float BlendOutTime; // endif ‚wj’’’’’’’’’’’’’’’’’’vĢ{“‚@E‚BBF // ifdef WITH_LIPSinc //============================================================================= // Object to facilitate properties editing //============================================================================= // LIPSinc Controller editor object to expose/shuttle only selected editable // parameters from TLIPSincController objects back and forth in the editor. class LIPSincControllerProps extends Object hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var const int WBrowserLIPSincPtr; // endif ‚y@k’’’’’’’’’’’’’’’’’’x½ć"K‚@E‚BBw// ifdef WITH_LIPSinc //============================================================================= // Object to facilitate properties editing //============================================================================= // LIPSinc Prefs editor object to expose/shuttle only selected editable // parameters from TLIPSincPrefs objects back and forth in the editor. class LIPSincPrefsProps extends Object hidecategories(Object) native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) var const int WBrowserLIPSincPtr; // endif B{BB|l˜B}iB~iBiBBBBHA’’’’A’’’’bA’’’’kH A’’’’q\ž’’’A’’’’AA’’’’UA’’’’jA’’’’cA’’’’eA’’’’mA’’’’gAū’’’5A’’’’\A’’’’r\ž’’’YAū’’’:Aū’’’8HAė’’’<Aū’’’9Aū’’’lAū’’’6Aū’’’7Aū’’’\ž’’’XVń’’’.Vń’’’/Vń’’’0Vń’’’1 |5U6 l6C7 JZ7‰34z9d9‚[^s‰34Qyt‚\J{‰ 34D f|‚\j‡‰ 34vF‰–]|‰ 34WY’‰34Y p”B‚!bIž‘=kŸ†> yŸ†? 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