UClothingAssetFactoryBase

Clothing asset factories should inherit this interface/uobject to provide functionality to build clothing assets from .apx files imported to the engine

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Inheritance Hierarchy

References

Module

ClothingSystemEditorInterface

Header

/Engine/Source/Editor/ClothingSystemEditorInterface/Public/ClothingAssetFactoryInterface.h

Include

#include "ClothingAssetFactoryInterface.h"

Syntax

class UClothingAssetFactoryBase : public UObject

Remarks

Clothing asset factories should inherit this interface/uobject to provide functionality to build clothing assets from .apx files imported to the engine

Functions

Name Description

Public function Virtual

bool

 

CanImport

(
    const FString & Filename
)

Should return whether or not the factory can handle the incoming file (check validity etc.)

Public function Virtual

UClothingAss ...

 

CreateFromApexAsset

(
    nvidia::apex::ClothingAsset* I...,
    USkeletalMesh * TargetMesh,
    FName InName
)

Given an APEX asset instantiated from the filename checked with CanImport, the factory is expected to build a valid clothing asset (or nullptr if it cannot).

Public function Virtual

UClothingAss ...

 

CreateFromExistingCloth

(
    USkeletalMesh * TargetMesh,
    USkeletalMesh * SourceMesh,
    UClothingAssetBase * SourceAsse...
)

Given a target mesh and a source clothing asset bound to source mesh, clone the clothing asset for use on the target mesh

Public function Virtual

UClothingAss ...

 

CreateFromSkeletalMesh

(
    USkeletalMesh * TargetMesh,
    FSkeletalMeshClothBuildParams & Par...
)

Given a target mesh and parameters describing the build operation, create a clothing asset for use on the mesh

Public function Virtual

UClothingAss ...

 

Import

(
    const FString & Filename,
    USkeletalMesh * TargetMesh,
    FName InName
)

Import an asset from the specified file

Public function Virtual

UClothingAss ...

 

ImportLodToClothing

(
    USkeletalMesh * TargetMesh,
    FSkeletalMeshClothBuildParams & Par...
)

Given a target mesh and valid parameters, import a simulation mesh as a LOD for the clothing specified by the build parameters, returning the modified clothing object

Public function Virtual

UClothingAss ...

 

Reimport

(
    const FString & Filename,
    USkeletalMesh * TargetMesh,
    UClothingAssetBase * OriginalAs...
)

Reimport an asset from the specified file

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