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API > API/Plugins > API/Plugins/RigLogicModule
An asset holding the data needed to generate/update/animate a RigLogic character It is imported from character's DNA file as a bit stream, and separated out it into runtime (behavior) and design-time chunks; Currently, the design-time part still loads the geometry, as it is needed for the skeletal mesh update; once SkeletalMeshDNAReader is fully implemented, it will be able to read the geometry directly from the SkeletalMesh and won't load it into this asset
| Name | UDNAAsset |
| Type | class |
| Header File | /Engine/Plugins/Animation/RigLogic/Source/RigLogicModule/Public/DNAAsset.h |
| Include Path | #include "DNAAsset.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Meta=(DisplayName="MetaHuman DNA Data"))
class UDNAAsset : public UAssetUserData
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAssetUserData → UDNAAsset
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDNAAsset() |
DNAAsset.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UDNAAsset() |
DNAAsset.h |
Structs
| Name | Remarks |
|---|---|
| FSkeletalMeshSkeletonToDNAIndexMappingKey |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetImportData | TObjectPtr< class UAssetImportData > | DNAAsset.h |
|
|
| bKeepDNAAfterInitialization | bool | In non-editor builds, the DNA source data will be unloaded to save memory after the runtime data has been initialized from it. | DNAAsset.h |
|
| DnaFileName | FString | DNAAsset.h |
|
|
| MetaData | TMap< FString, FString > | Collection of runtime metadata related to a specific character. | DNAAsset.h |
|
| RigLogicConfiguration | FRigLogicConfiguration | DNAAsset.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BehaviorReader | TSharedPtr< IDNAReader > | Part of the .dna file needed for run-time execution of RigLogic; | DNAAsset.h | |
| DNAIndexMappingContainer | TMap< FSkeletalMeshSkeletonToDNAIndexMappingKey, TSharedPtr< FDNAIndexMapping > > | Container for Skeleton <-> DNAAsset index mappings The mapping object owners will be the SkeletalMeshes, and periodic cleanups will ensure that dead objects are deleted from the map. | DNAAsset.h | |
| DNAIndexMappingUpdateLock | FTransactionallySafeRWLock | Synchronize DNA Index Mapping updates. | DNAAsset.h | |
| DNAUpdateLock | FTransactionallySafeRWLock | Synchronize DNA updates. | DNAAsset.h | |
| GeometryReader | TSharedPtr< IDNAReader > | Part of the .dna file used design-time for updating SkeletalMesh geometry | DNAAsset.h | |
| RigRuntimeContext | TSharedPtr< FSharedRigRuntimeContext > | Runtime data necessary for rig computations that is shared between multiple rig instances based on the same DNA. | DNAAsset.h | |
| RigRuntimeContextUpdateLock | FTransactionallySafeRWLock | Synchronize Rig Runtime Context updates. | DNAAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedPtr< IDNAReader > GetBehaviorReader() |
DNAAsset.h | ||
TSharedPtr< FDNAIndexMapping > GetDNAIndexMapping
(
const USkeleton* Skeleton, |
DNAAsset.h | ||
TSharedRef< IDNAReader > GetDnaReaderFromAsset() |
Convert the UDNAAsset to a shared ref to IDNAReader | DNAAsset.h | |
TSharedPtr< IDNAReader > GetGeometryReader() |
DNAAsset.h | ||
TSharedPtr< FSharedRigRuntimeContext > GetRigRuntimeContext() |
DNAAsset.h | ||
bool Init
(
const FString& Filename |
DNAAsset.h | ||
void InitializeForRuntimeFrom
(
UDNAAsset* Other |
Initialize this object for use at runtime from another instance that has already been initialized. | DNAAsset.h | |
void SetBehaviorReader
(
TSharedPtr< IDNAReader > SourceDNAReader |
Used when importing behavior into archetype SkelMesh in the editor, and when updating SkeletalMesh runtime with GeneSplicer | DNAAsset.h | |
void SetGeometryReader
(
TSharedPtr< IDNAReader > SourceDNAReader |
DNAAsset.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
DNAAsset.h | ||
virtual void Serialize
(
FArchive& Ar |
DNAAsset.h |