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API > API/Plugins > API/Plugins/InterchangeFactoryNodes
| Name | UInterchangePhysicsAssetFactoryNode |
| Type | class |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/FactoryNodes/Public/InterchangePhysicsAssetFactoryNode.h |
| Include Path | #include "InterchangePhysicsAssetFactoryNode.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UInterchangePhysicsAssetFactoryNode : public UInterchangeFactoryBaseNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInterchangeBaseNode → UInterchangeFactoryBaseNode → UInterchangePhysicsAssetFactoryNode
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClassNameAttributeKey | const UE::Interchange::FAttributeKey | InterchangePhysicsAssetFactoryNode.h | ||
| Macro_CustomSkeletalMeshUidKey | const UE::Interchange::FAttributeKey | SkeletalMesh asset Uid use to create the data in the post pipeline step. | InterchangePhysicsAssetFactoryNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetCustomSkeletalMeshUid
(
FString& AttributeValue |
Get the Skeletal Mesh asset UID used to create the data in the post-pipeline step. | InterchangePhysicsAssetFactoryNode.h |
|
void InitializePhysicsAssetNode
(
const FString& UniqueID, |
Initialize node data. | InterchangePhysicsAssetFactoryNode.h |
|
bool SetCustomSkeletalMeshUid
(
const FString& AttributeValue |
Set the Skeletal Mesh asset UID used to create the data in the post-pipeline step. | InterchangePhysicsAssetFactoryNode.h |
|
Overridden from UInterchangeFactoryBaseNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetObjectClass() |
Get the class this node creates. | InterchangePhysicsAssetFactoryNode.h | |
virtual bool IsRuntimeImportAllowed() |
Return if the import of the class is allowed at runtime. | InterchangePhysicsAssetFactoryNode.h |
Overridden from UInterchangeBaseNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FGuid GetHash() |
InterchangePhysicsAssetFactoryNode.h | ||
virtual FString GetTypeName() |
Return the node type name of the class. This is used when reporting errors. | InterchangePhysicsAssetFactoryNode.h | |
virtual bool ShouldHideAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
InterchangePhysicsAssetFactoryNode.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
InterchangePhysicsAssetFactoryNode.h |