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API > API/Plugins > API/Plugins/ChaosClothAssetEngine > API/Plugins/ChaosClothAssetEngine/ChaosClothAsset
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UStreamableRenderAsset
- USkinnedAsset
- UChaosClothAsset
References
| Module | ChaosClothAssetEngine |
| Header | /Engine/Plugins/Experimental/ChaosClothAsset/Source/ChaosClothAssetEngine/Public/ChaosClothAsset/ClothAsset.h |
| Include | #include "ChaosClothAsset/ClothAsset.h" |
Syntax
UCLASS&40;HideCategories&61;Object, BlueprintType&41;
class UChaosClothAsset : public USkinnedAsset
Remarks
Cloth asset for pattern based simulation.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UDataflow > | DataflowAsset | Dataflow | |
| FString | DataflowTerminal |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UChaosClothAsset
(
const FObjectInitializer& ObjectInitializer |
|||
UChaosClothAsset
(
FVTableHelper& Helper |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Build
(
TArray< FChaosClothAssetLodTransitionDataCache >* InOutTransitionCache |
Build this asset static render and simulation data. | |
| void | CopySimMeshToRenderMesh
(
UMaterialInterface* Material |
Copy the draped simulation mesh patterns into the render mesh data. | |
| const TArray< TSharedRef< const FManagedArrayCollection > > & | Return the enclosed Cloth Collection object, const version. | ||
| TArray< TSharedRef< FManagedArrayCollection > > & | Return the enclosed Cloth Collection object. | ||
| TSharedPtr< const FChaosClothSimulationModel > | Return the cloth simulation ready LOD model data. | ||
| bool | GetEnableLODStreaming
(
const ITargetPlatform* TargetPlatform |
||
| int32 | GetMaxNumStreamedLODs
(
const ITargetPlatform* TargetPlatform |
||
| void | SetPhysicsAsset
(
UPhysicsAsset* InPhysicsAsset |
Set the physics asset for this cloth. | |
| void | SetSkeleton
(
USkeleton* InSkeleton, |
Set the skeleton asset and bone hierachy to use for this cloth. | |
| void | UpdateSkeletonFromCollection
(
bool bRebuildModels |
Set the skeleton asset using the LOD0 skeleton specified in the cloth collection, or load a default skeleton if it is invalid. |
Overridden from USkinnedAsset
| Type | Name | Description | |
|---|---|---|---|
| FString | BuildDerivedDataKey
(
const ITargetPlatform* TargetPlatform |
IInterface_AsyncCompilation end | |
| USkeletalMeshSocket * | FindSocket
(
FName InSocketName |
Find a socket object in this SkeletalMesh by name. | |
| USkeletalMeshSocket * | FindSocketInfo
(
FName InSocketName, |
Find a socket object and associated info in this SkeletalMesh by name. | |
| TArray< class USkeletalMeshSocket * > | Returns the "active" socket list - all sockets from this mesh plus all non-duplicates from the skeleton Const ref return value as this cannot be modified externally | ||
| FBoxSphereBounds | GetBounds () |
||
| FMatrix | GetComposedRefPoseMatrix
(
FName InBoneName |
Return the component orientation of a bone or socket. | |
| FMatrix | GetComposedRefPoseMatrix
(
int32 InBoneIndex |
Return the component orientation of a bone or socket. | |
| UMeshDeformer * | |||
| int32 | |||
| const FPerPlatformBool & | |||
| bool | Return whether or not the mesh has vertex colors. | ||
| FSkeletalMeshModel * | Get the source mesh data. | ||
| FSkeletalMeshLODInfo * | GetLODInfo
(
int32 Index |
Return the LOD information for the specified LOD index. | |
| const FSkeletalMeshLODInfo * | GetLODInfo
(
int32 Index |
Return the LOD information for the specified LOD index. | |
| TArray< FSkeletalMeshLODInfo > & | Return the whole array of LOD info. | ||
| const TArray< FSkeletalMeshLODInfo > & | |||
| int32 | GetLODNum () |
||
| TArray< FSkeletalMaterial > & | GetMaterials () |
||
| const TArray< FSkeletalMaterial > & | GetMaterials () |
||
| int32 | GetMaxNumOptionalLODs
(
const ITargetPlatform* TargetPlatform |
||
| const FPerPlatformInt & | GetMinLod () |
||
| int32 | GetMinLodIdx
(
bool bForceLowestLODIdx |
||
| UMaterialInterface * | |||
| float | |||
| UPhysicsAsset * | |||
| int32 | GetPlatformMinLODIdx
(
const ITargetPlatform* TargetPlatform |
||
| int32 | Return the minimum ray tracing LOD of this mesh. | ||
| const TArray< FMatrix44f > & | Return the reference skeleton precomputed bases. | ||
| TArray< FMatrix44f > & | Return the reference skeleton precomputed bases. | ||
| FReferenceSkeleton & | Return the reference skeleton. | ||
| const FReferenceSkeleton & | Return the reference skeleton. | ||
| FSkeletalMeshRenderData * | Get the data to use for rendering. | ||
| UPhysicsAsset * | Return the physics asset whose shapes will be used for shadowing. | ||
| USkeleton * | GetSkeleton () |
||
| const USkeleton * | GetSkeleton () |
||
| bool | Return whether ray tracing is supported on this mesh. | ||
| const FMeshUVChannelInfo * | GetUVChannelData
(
int32 MaterialIndex |
Returns the UV channel data for a given material index. | |
| bool | Return true if this asset was never build since its creation. | ||
| bool | IsMaterialUsed
(
int32 MaterialIndex |
||
| bool | IsValidLODIndex
(
int32 Index |
Return true if given index's LOD is valid | |
| bool | NeedCPUData
(
int32 LODIndex |
True if this mesh LOD needs to keep it's data on CPU. | |
| void | SetSkeleton
(
USkeleton* InSkeleton |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| bool | Called to check if the object is ready for FinishDestroy. | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Use SetSkeleton instead | ||
| PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid | SetReferenceSkeleton
(
const FReferenceSkeleton& InReferenceSkeleton, |
Use SetSkeleton instead |