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API > API/Plugins > API/Plugins/ChaosFleshEngine
UObject wrapper for the FFleshAsset
| Name | UFleshAsset |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshEngine/Public/ChaosFlesh/FleshAsset.h |
| Include Path | #include "ChaosFlesh/FleshAsset.h" |
Syntax
UCLASS (BlueprintType, CustomConstructor)
class UFleshAsset :
public UObject ,
public IDataflowContentOwner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UFleshAsset
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFleshAsset
(
const FObjectInitializer& ObjectInitializer |
ChaosFlesh/FleshAsset.h | ||
UFleshAsset
(
const FObjectInitializer& ObjectInitializer |
ChaosFlesh/FleshAsset.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRenderInEditor | bool | ChaosFlesh/FleshAsset.h |
|
|
| DataflowAsset | TObjectPtr< UDataflow > | Dataflow | ChaosFlesh/FleshAsset.h |
|
| DataflowTerminal | FString | ChaosFlesh/FleshAsset.h |
|
|
| FleshCollection | TSharedPtr< FFleshCollection, ESPMode::ThreadSafe > | FleshCollection | ChaosFlesh/FleshAsset.h | |
| Overrides | TArray< FStringValuePair > | ChaosFlesh/FleshAsset.h |
|
|
| PreviewAnimationAsset | TSoftObjectPtr< UAnimationAsset > | The following PreviewScene properties are modeled after PreviewSkeletalMesh in USkeleton | ChaosFlesh/FleshAsset.h |
|
| PreviewSolverCollisions | FSolverCollisionsGroup | ChaosFlesh/FleshAsset.h |
|
|
| PreviewSolverConstraints | FSolverConstraintsGroup | ChaosFlesh/FleshAsset.h |
|
|
| PreviewSolverDebugging | FSolverDebuggingGroup | ChaosFlesh/FleshAsset.h |
|
|
| PreviewSolverEvolution | FSolverEvolutionGroup | ChaosFlesh/FleshAsset.h |
|
|
| PreviewSolverForces | FSolverForcesGroup | ChaosFlesh/FleshAsset.h |
|
|
| PreviewSolverMuscleActivation | FSolverMuscleActivationGroup | ChaosFlesh/FleshAsset.h |
|
|
| PreviewSolverTiming | FSolverTimingGroup | ChaosFlesh/FleshAsset.h |
|
|
| SkeletalMesh | TObjectPtr< USkeletalMesh > | SkeletalMesh | ChaosFlesh/FleshAsset.h |
|
| Skeleton | TObjectPtr< USkeleton > | ChaosFlesh/FleshAsset.h |
|
|
| StaticMesh | TObjectPtr< UStaticMesh > | SkeletalMesh | ChaosFlesh/FleshAsset.h |
|
| TargetDeformationSkeleton | TObjectPtr< USkeletalMesh > | Skeleton to use with the flesh deformer or `GetSkeletalMeshEmbeddedPositions()_ on the flesh component. | ChaosFlesh/FleshAsset.h |
|
| ThumbnailInfo | TObjectPtr< class UThumbnailInfo > | Information for thumbnail rendering | ChaosFlesh/FleshAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FFleshAssetEdit EditCollection() |
ChaosFlesh/FleshAsset.h | ||
const TManagedArray< FVector3f > * FindPositions() |
ChaosFlesh/FleshAsset.h | ||
const FFleshCollection * GetCollection () |
ChaosFlesh/FleshAsset.h | ||
FFleshCollection * GetCollection () |
ChaosFlesh/FleshAsset.h | ||
TManagedArray< FVector3f > & GetPositions() |
ChaosFlesh/FleshAsset.h | ||
void PostEditCallback() |
ChaosFlesh/FleshAsset.h | ||
void SetCollection
(
FFleshCollection* InCollection |
Editing the collection should only be through the edit object. | ChaosFlesh/FleshAsset.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Post edit change property | ChaosFlesh/FleshAsset.h | |
virtual void Serialize
(
FArchive& Ar |
Serialize | ChaosFlesh/FleshAsset.h |
Overridden from IDataflowContentOwner
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TObjectPtr< UDataflowBaseContent > CreateDataflowContent() |
ChaosFlesh/FleshAsset.h | ||
virtual void ReadDataflowContent
(
const TObjectPtr< UDataflowBaseContent >& DataflowContent |
ChaosFlesh/FleshAsset.h | ||
virtual void WriteDataflowContent
(
const TObjectPtr< UDataflowBaseContent >& DataflowContent |
ChaosFlesh/FleshAsset.h |