Navigation
API > API/Editor > API/Editor/ClothingSystemEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UClothingAssetFactoryBase
- UClothingAssetFactory
References
Module | ClothingSystemEditor |
Header | /Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h |
Include | #include "ClothingAssetFactory.h" |
Syntax
class UClothingAssetFactory : public UClothingAssetFactoryBase
Constructors
Type | Name | Description | |
---|---|---|---|
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UClothingAssetFactory
(
const FObjectInitializer& ObjectInitializer |
Overridden from UClothingAssetFactoryBase
Type | Name | Description | |
---|---|---|---|
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bool | Tests whether the given filename should be able to be imported. | |
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UClothingAssetBase * | CreateFromApexAsset
(
nvidia::apex::ClothingAsset* InApexAsset, |
Given an APEX asset, build a UClothingAssetCommon containing the required data. |
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UClothingAssetBase * | CreateFromExistingCloth
(
USkeletalMesh* TargetMesh, |
Given a target mesh and a source clothing asset bound to source mesh, clone the clothing asset for use on the target mesh |
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UClothingAssetBase * | CreateFromSkeletalMesh
(
USkeletalMesh* TargetMesh, |
Given a target mesh and parameters describing the build operation, create a clothing asset for use on the mesh |
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UClothingAssetBase * | Import
(
const FString& Filename, |
Import the given file, treating it as an APEX asset file and return the resulting asset. |
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UClothingAssetBase * | ImportLodToClothing
(
USkeletalMesh* TargetMesh, |
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 |
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UClothingAssetBase * | Reimport
(
const FString& Filename, |
Reimport an asset from the specified file |