| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsCore/Public/GroomBindingAsset.h |
Include |
#include "GroomBindingAsset.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=(Object))
class UGroomBindingAsset : public UObject
Implements an asset that can be used to store binding information between a groom and a skeletal mesh
Name | Description | ||
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bIsValid |
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bRegisterGroomAssetCallback |
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bRegisterSourceMeshCallback |
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bRegisterTargetMeshCallback |
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CachedDerivedDataKey |
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UGroomAsset ... |
Groom |
Groom to bind. |
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GroomBindingType |
Type of mesh to create groom binding for |
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GroupInfos |
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HairGroupDatas |
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HairGroupResources |
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HairGroupResourcesToDelete |
Queue of resources which needs to be deleted. |
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MatchingSection |
Number of points used for the rbf interpolation |
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NumInterpolationPoints |
Number of points used for the rbf interpolation |
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FOnGroomBinding... |
OnGroomBindingAssetChanged |
Private : |
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QueryStatus |
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UGeometryCache ... |
SourceGeometryCache |
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USkeletalMesh &... |
SourceSkeletalMesh |
Skeletal mesh on which the groom has been authored. |
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UGeometryCache ... |
TargetGeometryCache |
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USkeletalMesh &... |
TargetSkeletalMesh |
Skeletal mesh on which the groom is attached to. |
Name | Description | ||
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Build() |
Build/rebuild a binding asset |
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CacheDerivedDatas() |
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FOnGroomBind... |
GetOnGroomBindingAssetChanged() |
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HasValidTarget() |
Returns true if the target is not null and matches the binding type |
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InitResource() |
Initialize resources. |
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InvalidateBinding ( |
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InvalidateBinding() |
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IsBindingAssetValid ( |
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IsCompatible ( |
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IsCompatible ( |
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IsCompatible ( |
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IsValid() |
Return true if the binding asset is valid, i.e., correctly built and loaded. |
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ReleaseResource() |
Release the hair strands resource. |
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Reset() |
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UpdateResource() |
Update resources. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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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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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PostSaveRoot ( |
Called from within SavePackage on the passed in base/root 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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FHairGroupData |
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FHairGroupResource |
GPU and CPU binding data for both simulation and rendering. |
Name |
Description |
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EQueryStatus |
Name |
Description |
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FHairGroupDatas |
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FHairGroupResources |
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FOnGroomBindingAssetChanged |
Notification when anything changed |