Navigation
API > API/Plugins > API/Plugins/DatasmithImporter
UDatasmithMeshElement defines an actual geometry.
| Name | UDatasmithMeshElement |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/DatasmithImporter/Source/DatasmithImporter/Public/ObjectElements/DatasmithUObjectElements.h |
| Include Path | #include "ObjectElements/DatasmithUObjectElements.h" |
Syntax
UCLASS ()
class UDatasmithMeshElement : public UDatasmithObjectElement
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDatasmithObjectElement → UDatasmithMeshElement
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MeshElement | TWeakPtr< IDatasmithMeshElement > | ObjectElements/DatasmithUObjectElements.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetBoundingBoxDepth() |
Get the bounding box depth | ObjectElements/DatasmithUObjectElements.h |
|
float GetBoundingBoxHeight() |
Get the bounding box height | ObjectElements/DatasmithUObjectElements.h |
|
FVector GetBoundingBoxSize() |
Get the bounding box represented by a Vector. X is Width, Y is Height, Z is Depth. | ObjectElements/DatasmithUObjectElements.h |
|
float GetBoundingBoxWidth() |
Get the bounding box width | ObjectElements/DatasmithUObjectElements.h |
|
TWeakPtr< IDatasmithMeshElement > GetDatasmithMeshElement() |
ObjectElements/DatasmithUObjectElements.h | ||
| Get the output filename, it can be absolute or relative to the scene file | ObjectElements/DatasmithUObjectElements.h |
|
|
float GetLightMapArea() |
Get the total surface area | ObjectElements/DatasmithUObjectElements.h |
|
int32 GetLightmapCoordinateIndex() |
Get the UV channel that will be used for the lightmap | ObjectElements/DatasmithUObjectElements.h |
|
int32 GetLightmapSourceUV() |
Get the source UV channel that will be used at import to generate the lightmap UVs | ObjectElements/DatasmithUObjectElements.h |
|
FString GetMaterial
(
int32 SlotId |
Get the material name in the material slot SlotId | ObjectElements/DatasmithUObjectElements.h |
|
void SetDatasmithMeshElement
(
const TSharedPtr< IDatasmithMeshElement >& InElement |
ObjectElements/DatasmithUObjectElements.h | ||
void SetLightmapCoordinateIndex
(
int32 UVChannel |
Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation | ObjectElements/DatasmithUObjectElements.h |
|
void SetLightmapSourceUV
(
int32 UVChannel |
Set the source UV channel that will be used at import to generate the lightmap UVs | ObjectElements/DatasmithUObjectElements.h |
|
void SetMaterial
(
const FString& MaterialName, |
Set the material name to associate with slot SlotId | ObjectElements/DatasmithUObjectElements.h |
|
Overridden from UDatasmithObjectElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsElementValid() |
Is the Element still valid for the Datasmith Scene | ObjectElements/DatasmithUObjectElements.h |
Protected
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 |