Navigation
API > API/Plugins > API/Plugins/RigLogicModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USkelMeshDNAUtils
References
Module | RigLogicModule |
Header | /Engine/Plugins/Animation/RigLogic/Source/RigLogicModule/Public/SkelMeshDNAUtils.h |
Include | #include "SkelMeshDNAUtils.h" |
Syntax
UCLASS (Transient)
class USkelMeshDNAUtils : public UObject
Remarks
A utility class for updating SkeletalMesh joints, base mesh, morph targets and skin weights according to DNA data. After the update, the render data is re-chunked.
Constructors
Type | Name | Description | |
---|---|---|---|
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USkelMeshDNAUtils
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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FVector | ConvertDNAVertexToUE4CoordSystem
(
FVector InVertexPositionInDNA |
Converts DNA vertex coordinates to UE4 coordinate system |
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FVector | ConvertUE4CoordSystemToDNAVertex
(
FVector InVertexPositionInUE4 |
Converts UE4 coordinate system to DNA vertex coordinates |
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FDNAToSkelMeshMap * | CreateMapForUpdatingNeutralMesh
(
USkeletalMesh* InSkelMesh |
Prepare context object that will allow mapping of DNA structures extracted from DNAAsset to SkelMesh ones for updating |
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FDNAToSkelMeshMap * | CreateMapForUpdatingNeutralMesh
(
IDNAReader* InDNAReader, |
Prepare context object that will allow mapping of DNA structures to SkelMesh ones for updating |
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UDNAAsset * | GetMeshDNA
(
USkeletalMesh* InSkelMesh |
Gets the DNA asset embedded in the mesh |
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void | RebuildRenderData
(
USkeletalMesh* InSkelMesh |
Rechunks the mesh after the updateRebuilds render data from LODModel and inits resources. |
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void | RebuildRenderData_VertexPosition
(
USkeletalMesh* InSkelMesh |
Re-initialize vertex positions for rendering after the update |
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void | UpdateBaseMesh
(
USkeletalMesh* InSkelMesh, |
Updates the base mesh vertex positions for all mesh sections of all LODs, using the data from DNA file NOTE: Not calling RebuildRenderData automatically, it needs to be called explicitly after the first update As the topology doesn't change, for subsequent updates it can be ommited to gain performance |
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void | UpdateJointBehavior
(
USkeletalMeshComponent* InSkelMeshComponent |
Update joint behavior NOTE: DNAAsset->SetBehaviorReader needs to be called before this |
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void | UpdateJoints
(
USkeletalMesh* InSkelMesh, |
Updates the positions, orientation and scale in the joint hierarchy using the data from DNA file |
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void | UpdateMorphTargets
(
USkeletalMesh* InSkelMesh, |
Updates the morph targets for all mesh sections of LODs, using the data from DNA file |
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void | UpdateSkinWeights
(
USkeletalMesh* InSkelMesh, |
Updates the skin weights for all LODs using the data from DNA file |