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Unreal Engine C++ API Reference > Plugins > RigLogicModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAssetUserData
- UDNAAsset
References
Module | RigLogicModule |
Header | /Engine/Plugins/Animation/RigLogic/Source/RigLogicModule/Public/DNAAsset.h |
Include | #include "DNAAsset.h" |
Syntax
UCLASS&40;NotBlueprintable, HideCategories&61;&40;Object&41;&41;
class UDNAAsset : public UAssetUserData
Remarks
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
Variables
Type | Name | Description | |
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TObjectPtr< class UAssetImportData > | AssetImportData | |
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FString | DnaFileName |
Constructors
Type | Name | Description | |
---|---|---|---|
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UDNAAsset () |
Destructors
Type | Name | Description | |
---|---|---|---|
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~UDNAAsset () |
Functions
Type | Name | Description | |
---|---|---|---|
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TSharedPtr< IDNAReader > | ||
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TSharedPtr< IDNAReader > | ||
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bool | ||
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void | SetBehaviorReader
(
TSharedPtr< IDNAReader > SourceDNAReader |
Used when importing behavior into archetype SkelMesh in the editor, and when updating SkeletalMesh runtime with GeneSplicer |
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void | SetGeometryReader
(
TSharedPtr< IDNAReader > SourceDNAReader |