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| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ModelingObjectsCreationAPI.h |
Include |
#include "ModelingObjectsCreationAPI.h" |
UCLASS(Abstract, BlueprintType)
class UModelingObjectsCreationAPI : public UObject
UModelingObjectsCreationAPI is a base interface for functions that can be used to create various types of objects from Modeling Tools, or other sources. The "type" is very generic here - "Mesh", "Texture", etc - because this API is meant to provide an abstraction for Tools to emit different types of objects in different situations. For example an Tool might emit StaticMesh Asset/Actors in-Editor, but ProceduralMeshComponents at Runtime.
The creation inputs are specified via the structs above (eg FCreateMeshObjectParams, FCreateTextureObjectParams), which are very extensive, kitchen-sink sort of structs. Generally "New Mesh Object" creation behavior will be very complex and so this API is really just a way to route the data, and very few guarantees can be made about any specific implementation.
The assumed (but not really required) usage of instances of this type are that they will be registered with an InteractiveToolsContext's ContextObjectStore, and then fetched from there by Tools/Algorithms/etc that need to use these capabilities can use the UE::Modeling::CreateXObject() helper functions below. However the interface does not have any dependencies on this usage model.
See UEditorModelingObjectsCreationAPI for an example implementation suitable for in-Editor use.
Name | Description | ||
---|---|---|---|
|
FCreateMeshO... |
CreateMeshObject ( |
Create a new mesh object based on the data in CreateMeshParams |
|
FCreateMeshO... |
CreateMeshObject ( |
|
|
FCreateTextu... |
CreateTextureObject ( |
Create a new texture object based on the data in CreateTexParams |
|
FCreateTextu... |
CreateTextureObject ( |
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HasMoveVariants() |
Non-UFunction variants that support std::move operators If this function returns true, then the CreateMeshObject() and CreateTextureObject() that take && types can be called. |