| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/ClothingSystemRuntimeCommon/Public/ClothingAsset.h |
Include |
#include "ClothingAsset.h" |
class UClothingAssetCommon : public UClothingAssetBase
Implementation of non-solver specific, but common Engine related functionality.
Solver specific implementations may wish to override this class to construct their own default instances of child classes, such as ClothSimConfig_ and
CustomData, as well as override the `AddNewLod() factory to build their own implementation of `UClothLODDataBase_.
Name | Description | ||
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ClothConfigs |
Simulation specific cloth parameters. |
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CustomData |
Custom data applied by the importer depending on where the asset was imported from. |
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LodData |
The actual asset data, listed by LOD. |
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LodMap |
Tracks which clothing LOD each skel mesh LOD corresponds to (LodMap[SkelLod]=ClothingLod). |
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UPhysicsAsset &... |
PhysicsAsset |
The physics asset to extract collisions from when building a simulation. |
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ReferenceBoneIndex |
Bone to treat as the root of the simulation space. |
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UsedBoneIndices |
List of the indices for the bones in UsedBoneNames, used for remapping. |
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UsedBoneNames |
List of bones this asset uses inside its parent mesh. |
Name | Description | |
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UClothingAssetCommon ( |
Name | Description | ||
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ApplyParameterMasks() |
Callback envoked after weights have been edited. |
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CalculateReferenceBoneIndex() |
Calculates the preferred root bone for the simulation. |
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ClothConfigT... |
GetClothConfig() |
Return a cloth config pointer of the desired cloth config type, or nullptr if there isn't any suitable. |
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const ClothC... |
GetClothConfig() |
Return a const cloth config pointer of the desired cloth config type, or nullptr if there isn't any suitable. |
Name | Description | ||
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AddNewLod() |
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BindToSkeletalMesh ( |
Create weights for skinning the render mesh to our simulation mesh, and weights to drive our sim mesh from the skeleton. |
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BuildLodTransitionData() |
Builds the LOD transition data. |
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BuildSelfCollisionData() |
Builds self collision data. |
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GetNumLods() |
Returns the number of valid LOD's (length of the `ClothLodData_ array). |
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InvalidateCachedData() |
Called on the clothing asset when the base data (physical mesh etc.) has changed, so any intermediate generated data can be regenerated. |
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IsValidLod ( |
Returns |
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PostUpdateAllAssets() |
Propagate the shared simulation configs between assets. |
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RefreshBoneMapping ( |
Rebuilds the |
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UnbindFromSkeletalMesh ( |
Helper that invokes |
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UnbindFromSkeletalMesh ( |
Unbinds this clothing asset from the provided skeletal mesh |
Name | Description | ||
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PostEditChangeChainProperty ( |
Called after changes in any of the asset properties. |
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PostLoad() |
Migrate deprecated objects. |
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Serialize ( |
Serialize deprecated objects. |
Name | Description | ||
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ChaosClothSimConfig_DEPRECATED |
Parameters for how Chaos cloth behaves These will not affect NVcloth For now, we have two configuration parameters so that we can switch between chaos and non chaos at will without losing the original NVcloth data |
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ClothConfig_DEPRECATED |
Deprecated property for transitioning the |
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ClothLodData_DEPRECATED |
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ClothSharedSimConfig_DEPRECATED |
Shared by all cloth instances in a skeletal mesh Only supported with Chaos Cloth for now This may not be editable on unused cloth assets |
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ClothSimConfig_DEPRECATED |
Parameters for how the NVcloth behaves. These will have no effect on Chaos cloth |