| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsCore/Public/GroomAsset.h |
Include |
#include "GroomAsset.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, AutoExpandCategories=("HairRendering", "HairPhysics", "HairInterpolation"),
HideCategories=(Object, "Hidden"))
class UGroomAsset :
public UObject,
public IInterface_AssetUserData
Implements an asset that can be used to store hair strands
Name | Description | ||
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AssetImportData |
Asset data to be used when re-importing |
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AssetUserData |
Array of user data stored with the asset |
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DisableBelowMinLodStripping |
When true all LODs below MinLod will still be cooked |
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TArray< float > |
EffectiveLODBias |
The LOD bias to use after LOD stripping, regardless of MinLOD. Computed at cook time |
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EnableGlobalInterpolation |
Enable radial basis function interpolation to be used instead of the local skin rigid transform |
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HairGroupsCards |
Cards - Source description data |
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HairGroupsData |
Store strands/cards/meshes data |
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HairGroupsInfo |
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HairGroupsInterpolation |
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HairGroupsLOD |
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HairGroupsMaterials |
Meshes - Source description data |
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HairGroupsMeshes |
Meshes - Source description data |
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HairGroupsPhysics |
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HairGroupsRendering |
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HairInterpolationType |
Type of interpolation used |
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LODSelectionType |
LOD selection type |
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MinLOD |
Minimum LOD to cook |
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OnGroomAssetChanged |
Private : |
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OnGroomAssetResourcesChanged |
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OnGroomAsyncLoadFinished |
Name | Description | |
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UGroomAsset ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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GetAssetRegistryTags ( |
Retrievde the asset tags |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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PostEditChangeProperty ( |
Part of Uobject interface |
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PostInitProperties() |
Part of Uobject interface |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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AddAssetUserData ( |
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const TArray... |
GetAssetUserDataArray() |
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UAssetUserDa... |
GetAssetUserDataOfClass ( |
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RemoveUserDataOfClass ( |
Name |
Description |
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EClassDataStripFlag |
Name |
Description |
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FOnGroomAssetChanged |
Notification when anything changed |
FOnGroomAssetResourcesChanged |
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FOnGroomAsyncLoadFinished |