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Unreal Engine C++ API Reference > Editor > ClothingSystemEditorInterface
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UClothingAssetFactoryBase
- UClothingAssetFactory
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
Type | Name | Description | |
---|---|---|---|
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bool | Should return whether or not the factory can handle the incoming file (check validity etc.) | |
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UClothingAssetBase * | CreateFromApexAsset
(
nvidia::apex::ClothingAsset* InApexAsset, |
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). |
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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 an asset from the specified file |
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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 |