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// CharacterSkinEditor.cpp #include "CharacterSkinEditor.h"
Here's a simple example of how the character skin editor could be implemented using C++ and the Unreal Engine (assuming the game uses UE):
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Skin Editor") class USkinEditor* SkinEditor; }; south park the fractured but whole switch nsp verified
public: // ...
UFUNCTION(BlueprintCallable, Category = "Character Skin Editor") void OpenSkinEditor(); // CharacterSkinEditor
UCLASS() class ACharacterSkinEditor : public AActor { GENERATED_BODY()
void ACharacterSkinEditor::OpenSkinEditor() { // Open the skin editor UI SkinEditor->SetVisibility(true); // ... } This example demonstrates a basic character skin editor that could be extended to include more features. public: // ... UFUNCTION(BlueprintCallable
private: // ...
A very specific request!