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API > API/Plugins > API/Plugins/DatasmithImporter
| Name | UDatasmithMeshActorElement |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/DatasmithImporter/Source/DatasmithImporter/Public/ObjectElements/DatasmithUObjectElements.h |
| Include Path | #include "ObjectElements/DatasmithUObjectElements.h" |
Syntax
UCLASS ()
class UDatasmithMeshActorElement : public UDatasmithActorElement
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDatasmithObjectElement → UDatasmithActorElement → UDatasmithMeshActorElement
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MeshActorElemement | TWeakPtr< IDatasmithMeshActorElement > | ObjectElements/DatasmithUObjectElements.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddMaterialOverride
(
UDatasmithMaterialIDElement* Material |
Adds a new material to the Actor Element | ObjectElements/DatasmithUObjectElements.h |
|
FVector GetBoundingBoxSize () |
Get the Bounding Box of the Actor as a Vector. | ObjectElements/DatasmithUObjectElements.h |
|
TWeakPtr< IDatasmithMeshActorElement > GetDatasmithMeshActorElement() |
ObjectElements/DatasmithUObjectElements.h | ||
int32 GetMaterialOverridesCount() |
Get the amount of materials on this mesh | ObjectElements/DatasmithUObjectElements.h |
|
TArray< UDatasmithMaterialIDElement * > GetMaterials() |
Get the i-th material of this actor | ObjectElements/DatasmithUObjectElements.h |
|
| Get the Datasmith MeshElement associated with the actor. | ObjectElements/DatasmithUObjectElements.h |
|
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FString GetStaticMeshPathName() |
Get the path name of the StaticMesh associated with the actor | ObjectElements/DatasmithUObjectElements.h |
|
bool IsStaticMeshPathRelative() |
ObjectElements/DatasmithUObjectElements.h | ||
void RemoveMaterialOverride
(
UDatasmithMaterialIDElement* Material |
Get the amount of materials on this mesh | ObjectElements/DatasmithUObjectElements.h |
|
void SetDatasmithMeshActorElement
(
const TSharedPtr< IDatasmithMeshActorElement >& InElement |
ObjectElements/DatasmithUObjectElements.h | ||
void SetStaticMeshPathName
(
const FString& InStaticMeshName |
Set the path name of the StaticMesh that the actor is using It can be either a package path to refer to an existing mesh or a mesh name to refer to a MeshElement in the DatasmithScene | ObjectElements/DatasmithUObjectElements.h |
|
Overridden from UDatasmithActorElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TWeakPtr< IDatasmithActorElement > GetIDatasmithActorElement() |
ObjectElements/DatasmithUObjectElements.h |
Overridden from UDatasmithObjectElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TWeakPtr< IDatasmithElement > GetIDatasmithElement() |
TODO: They are not covariant because of the TWeakPtr, can't override in child. | ObjectElements/DatasmithUObjectElements.h | |
virtual bool IsElementValid() |
Is the Element still valid for the Datasmith Scene | ObjectElements/DatasmithUObjectElements.h |