UClothingAssetBase

An interface object for any clothing asset the engine can use.

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Inheritance Hierarchy

References

Module

ClothingSystemRuntimeInterface

Header

/Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothingAssetBase.h

Include

#include "ClothingAssetBase.h"

Syntax

class UClothingAssetBase : public UObject

Remarks

An interface object for any clothing asset the engine can use. Any clothing asset concrete object should derive from this.

Variables

Name Description

Protected variable

FGuid

 

AssetGuid

Guid to identify this asset. Will be embedded into chunks that are created using this asset

Public variable

FString

 

ImportedFilePath

If this asset was imported from a file, this will be the original path.

Functions

Name Description

Public function Virtual

int32

 

AddNewLod()

Add a new LOD class instance.

Public function Virtual

bool

 

BindToSkeletalMesh

(
    USkeletalMesh* InSkelMesh,
    const int32 InMeshLodIndex,
    const int32 InSectionIndex,
    const int32 InAssetLodIndex
)

Binds a clothing asset submesh to a skeletal mesh section

Public function Virtual

void

 

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

Public function Const

const FGuid ...

 

GetAssetGuid()

Get the guid identifying this asset

Public function Virtual Const

int32

 

GetNumLods()

Get the number of LODs defined in the clothing asset

Public function Virtual

void

 

InvalidateAllCachedData()

Called on the clothing asset when the base data (physical mesh, config etc.) has changed, so any intermediate generated data can be regenerated.

Public function Virtual Const

bool

 

IsValidLod

(
    int32 InLodIndex
)

Check the validity of a LOD index

Public function Virtual

void

 

PostUpdateAllAssets()

Called after all cloth assets sharing the same simulation are added or loaded

Public function Virtual

void

 

RefreshBoneMapping

(
    USkeletalMesh* InSkelMesh
)

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.

Public function Virtual

void

 

UnbindFromSkeletalMesh

(
    USkeletalMesh* InSkelMesh
)

Unbinds this clothing asset from the provided skeletal mesh, will remove all LODs

Public function Virtual

void

 

UnbindFromSkeletalMesh

(
    USkeletalMesh* InSkelMesh,
    const int32 InMeshLodIndex
)

Unbinds this clothing asset from the provided skeletal mesh

Public function Virtual

void

 

UpdateAllLODBiasMappings

(
    USkeletalMesh* SkeletalMesh
)

Update all extra LOD deformer mappings.

Deprecated Functions

Name Description

Public function Virtual

void

 

BuildSelfCollisionData()

Cached data are now all rebuilt by calling InvalidateCachedData()

Public function Virtual

void

 

InvalidateCachedData()

Use InvalidateAllCachedData() instead