Navigation
API > API/Plugins > API/Plugins/DataflowNodes
Edit skin weights vertex properties.
| Name | FDataflowCollectionEditSkinWeightsNode |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Dataflow/Source/DataflowNodes/Public/Dataflow/DataflowCollectionEditSkinWeightsNode.h |
| Include Path | #include "Dataflow/DataflowCollectionEditSkinWeightsNode.h" |
Syntax
USTRUCT (Meta=(Experimental, DataflowCollection))
struct FDataflowCollectionEditSkinWeightsNode : public FDataflowPrimitiveNode
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FDataflowNode → FDataflowPrimitiveNode → FDataflowCollectionEditSkinWeightsNode
Classes
| Name | Remarks |
|---|---|
| FEditNodeToolChange |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCompressSkinWeights | bool | Boolean to use a compressed format (FVector4f, FIntVector) to store the skin weights | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| BoneIndicesKey | FCollectionAttributeKey | Bone indices key to be used in other nodes if necessary | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| BoneIndicesName | FString | The name to be set as a weight map attribute. | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| BoneWeightsKey | FCollectionAttributeKey | Bone weights key to be used in other nodes if necessary | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| BoneWeightsName | FString | The name to be set as a weight map attribute. | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| Collection | DATAFLOW_NODE_DEFINE_INTERNAL(FDataflowCollectionEditSkinWeightsNode, "EditSkinWeights", "Collection", "Edit skin weights and save it to collection") public FManagedArrayCollection | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
|
| OnBoneSelectionChanged | FDataflowBoneSelectionChangedNotifyDelegate | Delegate to transfer the bone selection to the tool | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
| SkeletalMesh | TObjectPtr< USkeletalMesh > | Skeletal mesh to extract the skeleton from for the skinning | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| SkinWeightsRefSkeletonHash | int32 | Hash of the ref skeleton the stored skin weight are based on This allow invalidating the SkinWeights when the ref skeleton does not match anymore instead of having broken weights | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
| VertexGroup | FScalarVertexPropertyGroup | Target group in which the attributes are stored | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| VertexSkinWeights | FDataflowVertexSkinWeightData | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bValidSkeletalMeshes | bool | Valid skeletal mesh boolean to trigger the construction | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
| DynamicMeshes | TArray< TObjectPtr< UDynamicMesh > > | Transient dynamic meshes built from dataflow render collection | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| SkeletalMeshes | TArray< TObjectPtr< USkeletalMesh > > | Transient skeletal mesh built from dataflow render collection | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|
| SkeletonObject | TRefCountPtr< FDataflowDebugDrawSkeletonObject > | Not ideal but for now this is the only way we can update the displayed skeleton todo(dataflow) : find a better way to handle skeleton drawing and manipulation post 5.7 | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ExtractVertexWeights
(
UE::Dataflow::FContext& Context, |
Extract the vertex weights back from the property ones | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
FCollectionAttributeKey GetBoneIndicesKey
(
UE::Dataflow::FContext& Context |
Get the weights attribute key to retrieve/set the weight values | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
FCollectionAttributeKey GetBoneWeightsKey
(
UE::Dataflow::FContext& Context |
Get the weights attribute key to retrieve/set the weight values | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
TRefCountPtr< FDataflowDebugDrawSkeletonObject > GetDebugDrawSkeleton() |
Dataflow/DataflowCollectionEditSkinWeightsNode.h | ||
int32 GetSkeletalMeshOffset
(
const TObjectPtr< USkeletalMesh >& SkeletalMesh |
Return the collection offset given a skeletal mesh | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
TUniquePtr< class FToolCommandChange > MakeEditNodeToolChange() |
Dataflow/DataflowCollectionEditSkinWeightsNode.h | ||
| Report the vertex weights back onto the property ones | Dataflow/DataflowCollectionEditSkinWeightsNode.h | ||
void ValidateSkeletalMeshes() |
Validate the skeletal mesh construction | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool FillAttributeWeights
(
const FManagedArrayCollection& SelectedCollection, |
Fill the weight attribute values from the collection | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
static bool GetAttributeWeights
(
FManagedArrayCollection& SelectedCollection, |
Get the weight attribute values and add them if not there | Dataflow/DataflowCollectionEditSkinWeightsNode.h | |
static bool SetAttributeWeights
(
FManagedArrayCollection& SelectedCollection, |
Set back the attribute values into the collection | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SkinWeights_DEPRECATED | TArray< FDataflowSkinWeightData > | List of skin weights | Dataflow/DataflowCollectionEditSkinWeightsNode.h |
|