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API > API/Developer > API/Developer/DatasmithFacade
| Name | FDatasmithFacadeMeshElement |
| Type | class |
| Header File | /Engine/Source/Developer/Datasmith/DatasmithFacade/Public/DatasmithFacadeMesh.h |
| Include Path | #include "DatasmithFacadeMesh.h" |
Syntax
class FDatasmithFacadeMeshElement : public FDatasmithFacadeElement
Inheritance Hierarchy
- FDatasmithFacadeElement → FDatasmithFacadeMeshElement
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDatasmithFacadeMeshElement
(
const TSharedRef< IDatasmithMeshElement >& InMeshElement |
DatasmithFacadeMesh.h | ||
FDatasmithFacadeMeshElement
(
const TCHAR* InElementName |
DatasmithFacadeMesh.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetArea() |
Get the total surface area | DatasmithFacadeMesh.h | |
TSharedRef< IDatasmithMeshElement > GetDatasmithMeshElement() |
DatasmithFacadeMesh.h | ||
float GetDepth() |
Get the bounding box depth | DatasmithFacadeMesh.h | |
const TCHAR * GetFile() |
Get the output filename, it can be absolute or relative to the scene file | DatasmithFacadeMesh.h | |
void GetFileHash
(
TCHAR OutBuffer, |
Return a string representation of a MD5 hash of the content of the Mesh Element. | DatasmithFacadeMesh.h | |
float GetHeight() |
Get the bounding box height | DatasmithFacadeMesh.h | |
int32 GetLightmapCoordinateIndex() |
Get the UV channel that will be used for the lightmap | DatasmithFacadeMesh.h | |
int32 GetLightmapSourceUV() |
Get the source UV channel that will be used at import to generate the lightmap UVs | DatasmithFacadeMesh.h | |
const TCHAR * GetMaterial
(
int32 SlotId |
Get the name of the material mapped to slot Id, return nullptr if slot isn't mapped | DatasmithFacadeMesh.h | |
FDatasmithFacadeMaterialID * GetMaterialSlotAt
(
int32 Index |
Get the material mapping for slot Index | DatasmithFacadeMesh.h | |
int32 GetMaterialSlotCount() |
Get the number of material slot set on this mesh | DatasmithFacadeMesh.h | |
float GetWidth() |
Get the bounding box width | DatasmithFacadeMesh.h | |
void SetDimensions
(
float InArea, |
Set surface area and bounding box dimensions to be used on lightmap size calculation. | DatasmithFacadeMesh.h | |
void SetFile
(
const TCHAR* InFile |
Set the output filename, it can be absolute or relative to the scene file | DatasmithFacadeMesh.h | |
void SetFileHash
(
const TCHAR* Hash |
Set the MD5 hash of the current texture file. This should be a hash of its content. | DatasmithFacadeMesh.h | |
void SetLightmapCoordinateIndex
(
int32 UVChannel |
Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation | DatasmithFacadeMesh.h | |
void SetLightmapSourceUV
(
int32 UVChannel |
Set the source UV channel that will be used at import to generate the lightmap UVs | DatasmithFacadeMesh.h | |
void SetMaterial
(
const TCHAR* MaterialPathName, |
Set the material slot Id to use the material MaterialPathName | DatasmithFacadeMesh.h |