| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothingAssetBase.h |
Include |
#include "ClothingAssetBase.h" |
class UClothingAssetBase : public UObject
An interface object for any clothing asset the engine can use. Any clothing asset concrete object should derive from this.
Name | Description | ||
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AddNewLod() |
Add a new LOD class instance. |
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BindToSkeletalMesh ( |
Binds a clothing asset submesh to a skeletal mesh section |
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BuildLodTransitionData() |
Builds the LOD transition data When we transition between LODs we skin the incoming mesh to the outgoing mesh in exactly the same way the render mesh is skinned to create a smooth swap |
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BuildSelfCollisionData() |
Builds self collision data |
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const FGuid ... |
GetAssetGuid() |
Get the guid identifying this asset |
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GetNumLods() |
Get the number of LODs defined in the clothing asset |
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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 ( |
Check the validity of a LOD index |
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PostUpdateAllAssets() |
Called after all cloth assets sharing the same simulation are added or loaded |
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RefreshBoneMapping ( |
Messages to the clothing asset that the bones in the parent mesh have possibly changed, which could invalidate the bone indices stored in the LOD data. |
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UnbindFromSkeletalMesh ( |
Unbinds this clothing asset from the provided skeletal mesh, will remove all LODs |
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UnbindFromSkeletalMesh ( |
Unbinds this clothing asset from the provided skeletal mesh |