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API > API/Plugins > API/Plugins/CustomizableObject > API/Plugins/CustomizableObject/MuCO
Inheritance Hierarchy
- UObject
- UCustomizableObjectInstanceUsage
References
| Module | CustomizableObject |
| Header | /Engine/Plugins/Mutable/Source/CustomizableObject/Public/MuCO/CustomizableObjectInstanceUsage.h |
| Include | #include "MuCO/CustomizableObjectInstanceUsage.h" |
Syntax
UCLASS (Blueprintable, BlueprintType, ClassGroup=(CustomizableObject),
Meta=(BlueprintSpawnableComponent))
class UCustomizableObjectInstanceUsage : public UObject
Remarks
This class can be used instead of a UCustomizableComponent (for example for non-BP projects) to link a UCustomizableObjectInstance and a USkeletalComponent so that the CustomizableObjectSystem takes care of updating it and its LODs, streaming, etc. It's a UObject, so it will be much cheaper than a UCustomizableComponent as it won't have to refresh its transforms every time it's moved.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FCustomizableObjectInstanceUsageUpdatedDelegate | UpdatedDelegate |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AttachTo
(
USkeletalMeshComponent* SkeletalMeshComponent |
Attach this Customizable Object Instance Usage to a Skeletal Mesh Component to be customized. | |
| USkeletalMeshComponent * | Get the parent Skeletal Mesh Component this Customizable Object Instance Usage is attached to. | ||
| int32 | |||
| FName | |||
| UCustomizableObjectInstance * | |||
| UCustomizableObjectInstanceUsagePrivate * | GetPrivate () |
||
| const UCustomizableObjectInstanceUsagePrivate * | GetPrivate () |
||
| bool | |||
| bool | |||
| void | SetComponentIndex
(
int32 ObjectComponentIndex |
||
| void | SetComponentName
(
const FName& Name |
||
| void | SetCustomizableObjectInstance
(
UCustomizableObjectInstance* CustomizableObjectInstance |
||
| void | SetSkipSetReferenceSkeletalMesh
(
bool bSkip |
Set to true to avoid automatically replacing the Skeletal Mesh of the parent Skeletal Mesh Component by the Reference Skeletal Mesh. | |
| void | SetSkipSetSkeletalMeshOnAttach
(
bool bSkip |
Set to true to avoid automatically replacing the Skeletal Mesh of the parent Skeletal Mesh Component with any mesh. | |
| void | UpdateSkeletalMeshAsync
(
bool bNeverSkipUpdate |
Update Skeletal Mesh asynchronously. | |
| void | UpdateSkeletalMeshAsyncResult
(
FInstanceUpdateDelegate Callback, |
Update Skeletal Mesh asynchronously. |