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API > API/Plugins > API/Plugins/RigLogicModule
References
| Module | RigLogicModule |
| Header | /Engine/Plugins/Animation/RigLogic/Source/RigLogicModule/Public/DNAToSkelMeshMap.h |
| Include | #include "DNAToSkelMeshMap.h" |
Syntax
class FDNAToSkelMeshMap
Remarks
An object holding the mappings from DNA to UE indices, needed for updating a character from DNA file
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TArray< TArray< int32 > > > | ImportDNAVtxToUEVtxIndex | ||
| TArray< TArray< int32 > > | ImportVtxToDNAMeshIndex | ||
| TArray< TArray< int32 > > | ImportVtxToDNAVtxIndex | ||
| TArray< TArray< TArray< TArray< int32 > > > > | OverlappingVertices | Map for keeping all overlapping vertices for each vertex of each section of each LOD Model | |
| TArray< TArray< int32 > > | UEVertexToSectionIndices |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< FDNABlendShapeTarget > & | |||
| int32 | GetUEBoneIndex
(
int32 InRLJointIndex |
||
| 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 | |
| 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 | |
| void | InitVertexMap
(
IDNAReader* InDNAReader |
Maps vertices and meshes from SkelMesh to DNA. | |
| void | MapJoints
(
IDNAReader* InDNAReader |
Creates map for updating joints; needs to be called before playing animation on the rig | |
| void | MapMorphTargets
(
IDNAReader* InDNAReader |
Creates map for updating morph targets; needs to be called before playing animation on the rig |