Navigation
API > API/Plugins > API/Plugins/ChaosClothAssetEngine > API/Plugins/ChaosClothAssetEngine/ChaosClothAsset
Inheritance Hierarchy
- USkinnedAsset
- UChaosClothAsset
References
| Module | ChaosClothAssetEngine |
| Header | /Engine/Plugins/ChaosClothAsset/Source/ChaosClothAssetEngine/Public/ChaosClothAsset/ClothAsset.h |
| Include | #include "ChaosClothAsset/ClothAsset.h" |
Syntax
UCLASS (HideCategories=Object, BlueprintType)
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 | BeginDestroy () |
||
| PRAGMA_ENABLE_DEPRECATION_WARNINGS void | Set the skinning weights for all of the sim vertices to be bound to the root node of the reference skeleton. | ||
| void | Build
(
TArray< FChaosClothAssetLodTransitionDataCache >* InOutTransitionCache |
Build this asset static render and simulation data. | |
| FString | BuildDerivedDataKey
(
const ITargetPlatform* TargetPlatform |
||
| void | BuildLODModel
(
const ITargetPlatform* TargetPlatform, |
Build a LOD model for the targeted platform. | |
| void | CopySimMeshToRenderMesh
(
UMaterialInterface* Material |
Copy the draped simulation mesh patterns into the render mesh data. | |
| USkeletalMeshSocket * | FindSocket
(
FName InSocketName |
||
| USkeletalMeshSocket * | FindSocketInfo
(
FName InSocketName, |
||
| TArray< class USkeletalMeshSocket * > | |||
| FBoxSphereBounds | GetBounds () |
||
| TArray< TSharedRef< FManagedArrayCollection > > & | Return the enclosed Cloth Collection object. | ||
| const TArray< TSharedRef< const FManagedArrayCollection > > & | Return the enclosed Cloth Collection object, const version. | ||
| TSharedPtr< const FChaosClothSimulationModel > | Return the cloth simulation ready LOD model data. | ||
| FMatrix | GetComposedRefPoseMatrix
(
FName InBoneName |
||
| FMatrix | GetComposedRefPoseMatrix
(
int32 InBoneIndex |
||
| UMeshDeformer * | |||
| int32 | |||
| const FPerPlatformBool & | |||
| bool | GetEnableLODStreaming
(
const ITargetPlatform* TargetPlatform |
||
| bool | |||
| FSkeletalMeshModel * | |||
| const FSkeletalMeshLODInfo * | GetLODInfo
(
int32 Index |
||
| FSkeletalMeshLODInfo * | GetLODInfo
(
int32 Index |
||
| const TArray< FSkeletalMeshLODInfo > & | |||
| TArray< FSkeletalMeshLODInfo > & | |||
| int32 | GetLODNum () |
||
| const TArray< FSkeletalMaterial > & | GetMaterials () |
||
| TArray< FSkeletalMaterial > & | GetMaterials () |
||
| int32 | GetMaxNumOptionalLODs
(
const ITargetPlatform* TargetPlatform |
||
| int32 | GetMaxNumStreamedLODs
(
const ITargetPlatform* TargetPlatform |
||
| const FPerPlatformInt & | GetMinLod () |
||
| int32 | GetMinLodIdx
(
bool bForceLowestLODIdx |
||
| UMaterialInterface * | |||
| float | |||
| UPhysicsAsset * | |||
| int32 | GetPlatformMinLODIdx
(
const ITargetPlatform* TargetPlatform |
||
| UAnimationAsset * | |||
| USkeletalMesh * | |||
| int32 | |||
| const TArray< FMatrix44f > & | |||
| TArray< FMatrix44f > & | |||
| const FReferenceSkeleton & | |||
| FReferenceSkeleton & | |||
| FSkeletalMeshRenderData * | |||
| UPhysicsAsset * | |||
| const USkeleton * | GetSkeleton () |
||
| USkeleton * | GetSkeleton () |
||
| bool | |||
| const FMeshUVChannelInfo * | GetUVChannelData
(
int32 MaterialIndex |
||
| bool | |||
| bool | IsMaterialUsed
(
int32 MaterialIndex |
||
| bool | |||
| bool | IsValidLODIndex
(
int32 Index |
||
| bool | NeedCPUData
(
int32 LODIndex |
||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostLoad () |
||
| void | |||
| void | SetPhysicsAsset
(
UPhysicsAsset* InPhysicsAsset |
Set the physics asset for this cloth. | |
| void | SetPreviewSceneAnimation
(
UAnimationAsset* Animation |
||
| void | SetPreviewSceneSkeletalMesh
(
USkeletalMesh* Mesh |
||
| void | SetReferenceSkeleton
(
const FReferenceSkeleton* ReferenceSkeleton, |
Set the specified reference skeleton for this cloth, and rebuild the models. | |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS void | SetReferenceSkeleton
(
const FReferenceSkeleton& InReferenceSkeleton, |
Set the bone hierachy to use for this cloth. | |
| void | SetSkeleton
(
USkeleton* InSkeleton |
||
| void | UpdateSkeletonFromCollection
(
bool bRebuildModels |
Set the skeleton asset using the LOD0 reference skeleton of the skeletal mesh specified in the cloth collection, or set a default reference skeleton if there isn't any. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FBuilder | Builder utility struct, nested struct of UChaosClothAsset. |