UDatasmithMeshActorElement

[UDatasmithMeshActorElement](API\Plugins\DatasmithImporter\ObjectElements\UDatasmithMeshActorElement)

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Inheritance Hierarchy

References

Module

DatasmithImporter

Header

/Engine/Plugins/Enterprise/DatasmithImporter/Source/DatasmithImporter/Public/ObjectElements/DatasmithUObjectElements.h

Include

#include "ObjectElements/DatasmithUObjectElements.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UDatasmithMeshActorElement : public UDatasmithActorElement

Remarks

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

AddMaterialOverride

(
    UDatasmithMaterialIDElement* M...
)

Adds a new material to the Actor Element

Public function Const UFunction BlueprintCallable, Category

FVector

 

GetBoundingBoxSize()

Get the Bounding Box of the Actor as a Vector.

Public function Const

TWeakPtr< ID...

 

GetDatasmithMeshActorElement()

Public function Const UFunction BlueprintCallable, Category

int32

 

GetMaterialOverridesCount()

Get the amount of materials on this mesh

Public function Const UFunction BlueprintCallable, Category

TArray< UDat...

 

GetMaterials()

Get the i-th material of this actor

Public function UFunction BlueprintCallable, Category

UDatasmithMe...

 

GetMeshElement()

Get the Datasmith MeshElement associated with the actor.

Public function Const UFunction BlueprintCallable, Category

FString

 

GetStaticMeshPathName()

Get the path name of the StaticMesh associated with the actor

Public function Const

bool

 

IsStaticMeshPathRelative()

Public function UFunction BlueprintCallable, Category

void

 

RemoveMaterialOverride

(
    UDatasmithMaterialIDElement* M...
)

Get the amount of materials on this mesh

Public function

void

 

SetDatasmithMeshActorElement

(
    const TSharedPtr< IDatasmithMeshAct...
)

Public function UFunction BlueprintCallable, Category

void

 

SetStaticMeshPathName

(
    const FString& InStaticMeshName
)

Set the path name of the StaticMesh that the actor is using It can be either a package path to refer to an existing mesh or a mesh name to refer to a MeshElement in the DatasmithScene

Overridden from UDatasmithActorElement

Name Description

Public function Virtual Const

TWeakPtr< ID...

 

GetIDatasmithActorElement()

Overridden from UDatasmithObjectElement

Name Description

Public function Virtual Const

TWeakPtr< ID...

 

GetIDatasmithElement()

TODO: They are not covariant because of the TWeakPtr, can't override in child.

Public function Virtual Const

bool

 

IsElementValid()

Is the Element still valid for the Datasmith Scene

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