| 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(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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TObjectPtr< cla... |
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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TArray< int32 > |
DeformedGroupSections |
Deformed skeletal mesh mapping from groups to sections |
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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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bool |
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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MinLOD |
Minimum LOD to cook |
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OnGroomAssetChanged |
Private : |
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OnGroomAssetResourcesChanged |
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OnGroomAsyncLoadFinished |
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TObjectPtr< USk... |
RiggedSkeletalMesh |
Deformed skeletal mesh that will drive the groom deformation/simulation. |
Name | Description | |
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UGroomAsset ( |
Name | Description | ||
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bool |
AreGroupsValid() |
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bool |
BuildCardsGeometry() |
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bool |
BuildMeshesGeometry() |
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bool |
CacheCardsGeometry ( |
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bool |
CacheDerivedData ( |
Caches the computed (group) groom data with the given build settings from/to the Derived Data Cache, building it if needed. |
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bool |
CacheDerivedDatas() |
Caches the computed (group) groom data with the given build settings from/to the Derived Data Cache, building it if needed. |
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bool |
CacheMeshesGeometry ( |
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bool |
CacheStrandsData ( |
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bool |
CanRebuildFromDescription() |
Returns true if the asset has the HairDescription needed to recompute its groom data |
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CollectVertexFactoryTypesPerMaterialData ( |
Used for PSO precaching of used materials and vertex factories |
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void |
CommitHairDescription ( |
Commits a HairDescription to buffer for serialization |
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void |
CreateDebugData() |
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uint8 |
GenerateClassStripFlags ( |
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GetAssetPathName ( |
Helper function to return the asset path name, optionally joined with the LOD index if LODIndex > -1. |
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EGroomBindin... |
GetBindingType ( |
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GetDerivedDataKey() |
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GetDerivedDataKeyForCards ( |
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GetDerivedDataKeyForMeshes ( |
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GetDerivedDataKeyForStrands ( |
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EGroomGeomet... |
GetGeometryType ( |
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bool |
GetHairCardsGuidesDatas ( |
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FHairDescrip... |
GetHairDescription() |
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const FHairD... |
GetHairDescriptionGroups() |
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bool |
GetHairStrandsDatas ( |
Get/Build render & guides data based on the hair description and interpolation settings |
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int32 |
GetLODCount() |
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int32 |
GetMaterialIndex ( |
Return the material slot index corresponding to the material name |
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GetMaterialSlotNames() |
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int32 |
GetNumHairGroups() |
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FOnGroomAsse... |
GetOnGroomAssetChanged() |
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FOnGroomAsse... |
GetOnGroomAssetResourcesChanged() |
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FOnGroomAsyn... |
GetOnGroomAsyncLoadFinished() |
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bool |
HasDebugData() |
Debug data for derived asset generation (strands textures, ...). |
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bool |
HasGeometryType ( |
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bool |
HasGeometryType ( |
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void |
InitCardsResources() |
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void |
InitGuideResources() |
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void |
InitMeshesResources() |
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void |
InitResources() |
Initialize/Update/Release resources. |
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void |
InitStrandsResources() |
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bool |
IsDeformationEnable ( |
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bool |
IsGlobalInterpolationEnable ( |
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bool |
IsMaterialSlotNameValid ( |
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bool |
IsMaterialUsed ( |
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bool |
IsSimulationEnable ( |
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bool |
IsSimulationEnable() |
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bool |
IsValid() |
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bool |
IsVisible ( |
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void |
MarkMaterialsHasChanged() |
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bool |
NeedsInterpolationData() |
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bool |
NeedsInterpolationData ( |
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void |
ReleaseCardsResource ( |
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void |
ReleaseGuidesResource ( |
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void |
ReleaseMeshesResource ( |
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void |
ReleaseResource() |
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void |
ReleaseStrandsResource ( |
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void |
SaveProceduralCards ( |
Save out a static mesh based on generated cards. |
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void |
SetHairWidth ( |
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void |
SetNumGroup ( |
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void |
SetScatterSceneLighting ( |
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void |
SetStableRasterization ( |
Helper functions for setting options on all hair groups. |
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void |
StripLODs ( |
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void |
UpdateCachedSettings() |
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void |
UpdateHairGroupsInfo() |
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void |
UpdateResource() |
Name | Description | ||
---|---|---|---|
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void |
BeginDestroy() |
Called before destroying the object. |
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void |
GetAssetRegistryTags ( |
Retrievde the asset tags |
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void |
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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void |
PostEditChangeProperty ( |
Part of Uobject interface |
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void |
PostInitProperties() |
Part of Uobject interface |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
PreSave ( |
Presave function. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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void |
AddAssetUserData ( |
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const TArray... |
GetAssetUserDataArray() |
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UAssetUserDa... |
GetAssetUserDataOfClass ( |
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void |
RemoveUserDataOfClass ( |
Name |
Description |
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EClassDataStripFlag |
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EHairDescriptionType |
Name |
Description |
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FOnGroomAssetChanged |
Notification when anything changed |
FOnGroomAssetResourcesChanged |
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FOnGroomAsyncLoadFinished |
Name | Description | ||
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PRAGMA_DISAB... |
PreSave ( |
Use version that takes FObjectPreSaveContext instead. |