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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[ue4] Better category names
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6d21a0183b
commit
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@ -45,7 +45,7 @@ bool USpineSkeletonComponent::SetSkin(const FString& skinName) {
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else return false;
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}
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bool USpineSkeletonComponent::setAttachment (const FString& slotName, const FString& attachmentName) {
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bool USpineSkeletonComponent::SetAttachment (const FString& slotName, const FString& attachmentName) {
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CheckState();
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if (skeleton) return spSkeleton_setAttachment(skeleton, TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName)) != 0;
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return false;
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@ -84,115 +84,115 @@ public:
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void SetTrackEntry (spTrackEntry* entry);
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spTrackEntry* GetTrackEntry();
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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int GetTrackIndex () { return entry ? entry->trackIndex : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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bool GetLoop () { return entry ? entry->loop != 0 : false; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetLoop (bool loop) { if (entry) entry->loop = loop ? 1 : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetEventThreshold () { return entry ? entry->eventThreshold : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetEventThreshold(float eventThreshold) { if (entry) entry->eventThreshold = eventThreshold; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetAttachmentThreshold() { return entry ? entry->attachmentThreshold : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetAttachmentThreshold(float attachmentThreshold) { if (entry) entry->attachmentThreshold = attachmentThreshold; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetDrawOrderThreshold() { return entry ? entry->drawOrderThreshold : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetDrawOrderThreshold(float drawOrderThreshold) { if (entry) entry->drawOrderThreshold = drawOrderThreshold; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetAnimationStart() { return entry ? entry->animationStart : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetAnimationStart(float animationStart) { if (entry) entry->animationStart = animationStart; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetAnimationEnd() { return entry ? entry->animationEnd : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetAnimationEnd(float animationEnd) { if (entry) entry->animationEnd = animationEnd; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetAnimationLast() { return entry ? entry->animationLast : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetAnimationLast(float animationLast) { if (entry) entry->animationLast = animationLast; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetNextAnimationLast() { return entry ? entry->nextAnimationLast : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetNextAnimationLast(float nextAnimationLast) { if (entry) entry->nextAnimationLast = nextAnimationLast; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetDelay() { return entry ? entry->delay : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetDelay(float delay) { if (entry) entry->delay = delay; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetTrackTime() { return entry ? entry->trackTime : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetTrackTime(float trackTime) { if (entry) entry->trackTime = trackTime; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetTrackLast() { return entry ? entry->trackLast : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetTrackLast(float trackLast) { if (entry) entry->trackLast = trackLast; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetNextTrackLast() { return entry ? entry->nextTrackLast : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetNextTrackLast(float nextTrackLast) { if (entry) entry->nextTrackLast = nextTrackLast; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetTrackEnd() { return entry ? entry->trackEnd : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetTrackEnd(float trackEnd) { if (entry) entry->trackEnd = trackEnd; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetTimeScale() { return entry ? entry->timeScale : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetTimeScale(float timeScale) { if (entry) entry->timeScale = timeScale; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetAlpha() { return entry ? entry->alpha : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetAlpha(float alpha) { if (entry) entry->alpha = alpha; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetMixTime() { return entry ? entry->mixTime : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetMixTime(float mixTime) { if (entry) entry->mixTime = mixTime; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetMixDuration() { return entry ? entry->mixDuration : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetMixDuration(float mixDuration) { if (entry) entry->mixDuration = mixDuration; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetMixAlpha() { return entry ? entry->mixAlpha : 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetMixAlpha(float mixAlpha) { if (entry) entry->mixAlpha = mixAlpha; }
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationStartDelegate AnimationStart;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationInterruptDelegate AnimationInterrupt;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationEventDelegate AnimationEvent;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationCompleteDelegate AnimationComplete;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationEndDelegate AnimationEnd;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationDisposeDelegate AnimationDispose;
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protected:
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@ -216,49 +216,49 @@ public:
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virtual void FinishDestroy () override;
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// Blueprint functions
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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void SetTimeScale(float timeScale);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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float GetTimeScale();
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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UTrackEntry* SetAnimation (int trackIndex, FString animationName, bool loop);
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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UTrackEntry* AddAnimation (int trackIndex, FString animationName, bool loop, float delay);
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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UTrackEntry* SetEmptyAnimation (int trackIndex, float mixDuration);
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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UTrackEntry* AddEmptyAnimation (int trackIndex, float mixDuration, float delay);
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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UTrackEntry* GetCurrent (int trackIndex);
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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void ClearTracks ();
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UFUNCTION(BlueprintCallable, Category="Components|Spine")
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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void ClearTrack (int trackIndex);
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
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FSpineAnimationStartDelegate AnimationStart;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
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FSpineAnimationInterruptDelegate AnimationInterrupt;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
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FSpineAnimationEventDelegate AnimationEvent;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
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FSpineAnimationCompleteDelegate AnimationComplete;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
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FSpineAnimationEndDelegate AnimationEnd;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
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FSpineAnimationDisposeDelegate AnimationDispose;
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// used in C event callback. Needs to be public as we can't call
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@ -53,46 +53,46 @@ public:
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spSkeleton* GetSkeleton () { return skeleton; };
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkin (const FString& SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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bool setAttachment (const FString& slotName, const FString& attachmentName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetAttachment (const FString& slotName, const FString& attachmentName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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FTransform GetBoneWorldTransform (const FString& BoneName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetBoneWorldPosition (const FString& BoneName, const FVector& position);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void UpdateWorldTransform();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetToSetupPose ();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetBonesToSetupPose ();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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void UpdateWorldTransform ();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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void SetSlotsToSetupPose ();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotsToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetFlipX(bool flipX);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipX();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetFlipY(bool flipY);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipY();
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
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USpineSkeletonComponent ();
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