ApplyOnlyToAvatarMeshes
Bool = false When true, the two lists change a second visibility mask of the unit, the one for its avatar meshes, and the normal submesh visibility is not changed.
An animation event that shows and hides submeshes of the character's mesh, for example to hide a sheathed sword and show the sword in the hand.
On every frame while the event is active, the client hides the submeshes of
mHideSubmeshList and then shows the submeshes of mShowSubmeshList. A submesh that
is in both lists ends up shown.
The change is not undone. The event does nothing when it ends, when the clip loops or when the clip stops. The submeshes stay as the event left them until something else changes them, normally another event. An animation that hides a submesh must show it again with an event of its own, or with an event in the clip that plays next.
Bool = false When true, the two lists change a second visibility mask of the unit, the one for its avatar meshes, and the normal submesh visibility is not changed.
List<Hash> = [] The submeshes to hide, as hashes of their names. A name that the mesh does not have is ignored.
List<Hash> = [] The submeshes to show, as hashes of their names (the same hash as for bin names: FNV-1a 32 of the lowercased name). A name that the mesh does not have is ignored.