UGroomBindingAsset

Implements an asset that can be used to store binding information between a groom and a skeletal mesh

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

HairStrandsCore

Header

/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsCore/Public/GroomBindingAsset.h

Include

#include "GroomBindingAsset.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=(Object))
class UGroomBindingAsset : public UObject

Remarks

Implements an asset that can be used to store binding information between a groom and a skeletal mesh

Variables

Name Description

Public variable

bool

 

bIsValid

Public variable

bool

 

bRegisterGroomAssetCallback

Public variable

bool

 

bRegisterSourceMeshCallback

Public variable

bool

 

bRegisterTargetMeshCallback

Public variable

FString

 

CachedDerivedDataKey

Public variable UProperty Category BlueprintReadWrite visibleanywhere

UGroomAsset ...

 

Groom

Groom to bind.

Public variable UProperty Category BlueprintReadWrite visibleanywhere

EGroomBindingMe...

 

GroomBindingType

Type of mesh to create groom binding for

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite editfixedsize

TArray< FGoomBi...

 

GroupInfos

Public variable

FHairGroupDatas

 

HairGroupDatas

Public variable

FHairGroupResou...

 

HairGroupResources

Public variable

TQueue< FHairGr...

 

HairGroupResourcesToDelete

Queue of resources which needs to be deleted.

Public variable UProperty Category BlueprintReadWrite visibleanywhere

int32

 

MatchingSection

Number of points used for the rbf interpolation

Public variable UProperty Category BlueprintReadWrite visibleanywhere

int32

 

NumInterpolationPoints

Number of points used for the rbf interpolation

Public variable

FOnGroomBinding...

 

OnGroomBindingAssetChanged

Private :

Public variable

EQueryStatus

 

QueryStatus

Public variable UProperty Category BlueprintReadWrite visibleanywhere

UGeometryCache ...

 

SourceGeometryCache

Public variable UProperty Category BlueprintReadWrite visibleanywhere

USkeletalMesh &...

 

SourceSkeletalMesh

Skeletal mesh on which the groom has been authored.

Public variable UProperty Category BlueprintReadWrite visibleanywhere

UGeometryCache ...

 

TargetGeometryCache

Public variable UProperty Category BlueprintReadWrite visibleanywhere

USkeletalMesh &...

 

TargetSkeletalMesh

Skeletal mesh on which the groom is attached to.

Functions

Name Description

Public function

void

 

Build()

Build/rebuild a binding asset

Public function

void

 

CacheDerivedDatas()

Public function

FOnGroomBind...

 

GetOnGroomBindingAssetChanged()

Public function Const

bool

 

HasValidTarget()

Returns true if the target is not null and matches the binding type

Public function

void

 

InitResource()

Initialize resources.

Public function

void

 

InvalidateBinding

(
    USkeletalMesh*
)

Public function

void

 

InvalidateBinding()

Public function Static

bool

 

IsBindingAssetValid

(
    const UGroomBindingAsset* InBi...,
    bool bIsBindingReloading,
    bool bIssueWarning
)

Public function Static

bool

 

IsCompatible

(
    const USkeletalMesh* InSkeleta...,
    const UGroomBindingAsset* InBi...,
    bool bIssueWarning
)

Public function Static

bool

 

IsCompatible

(
    const UGroomAsset* InGroom,
    const UGroomBindingAsset* InBi...,
    bool bIssueWarning
)

Public function Static

bool

 

IsCompatible

(
    const UGeometryCache* InGeomet...,
    const UGroomBindingAsset* InBi...,
    bool bIssueWarning
)

Public function Const

bool

 

IsValid()

Return true if the binding asset is valid, i.e., correctly built and loaded.

Public function

void

 

ReleaseResource()

Release the hair strands resource.

Public function

void

 

Reset()

Public function

void

 

UpdateResource()

Update resources.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

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).

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Part of UObject interface

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PostSaveRoot

(
    bool bCleanupIsRequired
)

Called from within SavePackage on the passed in base/root object.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Classes

Name

Description

Public struct

FHairGroupData

Public struct

FHairGroupResource

GPU and CPU binding data for both simulation and rendering.

Enums

Name

Description

Public enum

EQueryStatus

Typedefs

Name

Description

FHairGroupDatas

FHairGroupResources

FOnGroomBindingAssetChanged

Notification when anything changed

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