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An object holding the mappings from DNA to UE indices, needed for updating a character from DNA file
| Name | FDNAToSkelMeshMap |
| Type | class |
| Header File | /Engine/Plugins/Animation/RigLogic/Source/RigLogicModule/Public/DNAToSkelMeshMap.h |
| Include Path | #include "DNAToSkelMeshMap.h" |
Syntax
class FDNAToSkelMeshMap
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDNAToSkelMeshMap() |
DNAToSkelMeshMap.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ImportDNAVtxToUEVtxIndex | TArray< TArray< TArray< int32 > > > | DNAToSkelMeshMap.h | ||
| ImportVtxToDNAMeshIndex | TArray< TArray< int32 > > | DNAToSkelMeshMap.h | ||
| ImportVtxToDNAVtxIndex | TArray< TArray< int32 > > | DNAToSkelMeshMap.h | ||
| OverlappingVertices | TArray< TArray< TArray< TArray< int32 > > > > | Map for keeping all overlapping vertices for each vertex of each section of each LOD Model | DNAToSkelMeshMap.h | |
| UEVertexToSectionIndices | TArray< TArray< int32 > > | DNAToSkelMeshMap.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DNASkinnedJointIndices | TArray< uint16 > | DNAToSkelMeshMap.h | ||
| MeshBlendShapeTargets | TArray< FDNABlendShapeTarget > | DNAToSkelMeshMap.h | ||
| RLJointToUEBoneIndices | TArray< int32 > | DNAToSkelMeshMap.h | ||
| TargetSkelMesh | USkeletalMesh * | DNAToSkelMeshMap.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FDNABlendShapeTarget > & GetMeshBlendShapeTargets() |
DNAToSkelMeshMap.h | ||
int32 GetUEBoneIndex
(
int32 InRLJointIndex |
DNAToSkelMeshMap.h | ||
void InitBaseMesh
(
IDNAReader* InSourceDNAReader, |
Creates vertex map between source DNA and target SkelMesh, and stores DNAReader Enough for updating neutral meshes, but not for updating joints and morphtargets; call the next method for that TODO: When ImportedModel is added to runtime, WITH_EDITORONLY_DATA should be removed | DNAToSkelMeshMap.h | |
bool InitFromDNAAsset
(
USkeletalMesh* InSkelMesh |
Creates mappings between source DNA stored in DNAAsset AssetUserData attached to SkeletalMesh; Uses FSkeletalMeshDNAReader to be able to read geometry which, in this case, is NOT present in the DNAAsset | DNAToSkelMeshMap.h | |
void InitVertexMap
(
IDNAReader* InDNAReader |
Maps vertices and meshes from SkelMesh to DNA. | DNAToSkelMeshMap.h | |
void MapJoints
(
IDNAReader* InDNAReader |
Creates map for updating joints; needs to be called before playing animation on the rig | DNAToSkelMeshMap.h | |
void MapMorphTargets
(
IDNAReader* InDNAReader |
Creates map for updating morph targets; needs to be called before playing animation on the rig | DNAToSkelMeshMap.h |