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Convert a single pattern from a ClothAsset to a FDynamicMesh3. When PatternIndex = INDEX_NONE, convert the entire cloth asset to an FDynamicMesh3. When VertexDataType = EClothPatternVertexType::Sim3D, this generates a welded mesh (with native welded indexing) when PatternIndex = INDEX_NONE, and an unwelded (with native 2D unwelded indexing) when PatternIndex is a valid SimPattern Index. Use MaterialOffset to specify an offset into the material group ID, and run a Fix up on any triangles without valid material IDs. When MaterialOffset is INDEX_NONE, no offset is applied and nbo fix up is run.
| Name | FClothPatternToDynamicMesh |
| Type | class |
| Header File | /Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetTools/Public/ChaosClothAsset/ClothPatternToDynamicMesh.h |
| Include Path | #include "ChaosClothAsset/ClothPatternToDynamicMesh.h" |
Syntax
class FClothPatternToDynamicMesh
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Convert
(
const TSharedRef< const FManagedArrayCollection > ClothCollection, |
ChaosClothAsset/ClothPatternToDynamicMesh.h | ||
void Convert
(
const UChaosClothAsset* ClothAssetMeshIn, |
ChaosClothAsset/ClothPatternToDynamicMesh.h |