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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.
| Name | USkelMeshDNAUtils |
| Type | class |
| Header File | /Engine/Plugins/Animation/RigLogic/Source/RigLogicModule/Public/SkelMeshDNAUtils.h |
| Include Path | #include "SkelMeshDNAUtils.h" |
Syntax
UCLASS (MinimalAPI, Transient)
class USkelMeshDNAUtils : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USkelMeshDNAUtils
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkelMeshDNAUtils
(
const FObjectInitializer& ObjectInitializer |
SkelMeshDNAUtils.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FVector ConvertDNAVertexToUE4CoordSystem
(
FVector InVertexPositionInDNA |
Converts DNA vertex coordinates to UE4 coordinate system | SkelMeshDNAUtils.h | |
static FVector ConvertUE4CoordSystemToDNAVertex
(
FVector InVertexPositionInUE4 |
Converts UE4 coordinate system to DNA vertex coordinates | SkelMeshDNAUtils.h | |
static FDNAToSkelMeshMap * CreateMapForUpdatingNeutralMesh
(
USkeletalMesh* InSkelMesh |
Prepare context object that will allow mapping of DNA structures extracted from DNAAsset to SkelMesh ones for updating | SkelMeshDNAUtils.h | |
static FDNAToSkelMeshMap * CreateMapForUpdatingNeutralMesh
(
IDNAReader* InDNAReader, |
Prepare context object that will allow mapping of DNA structures to SkelMesh ones for updating | SkelMeshDNAUtils.h | |
static void GetLODRange
(
ELodUpdateOption InUpdateOption, |
SkelMeshDNAUtils.h | ||
static UDNAAsset * GetMeshDNA
(
USkeletalMesh* InSkelMesh |
Gets the DNA asset embedded in the mesh | SkelMeshDNAUtils.h | |
static void RebuildRenderData
(
USkeletalMesh* InSkelMesh |
Rechunks the mesh after the updateRebuilds render data from LODModel and inits resources. | SkelMeshDNAUtils.h | |
static void RebuildRenderData_VertexPosition
(
USkeletalMesh* InSkelMesh, |
Re-initialize vertex positions for rendering after the update, and optionally tangents | SkelMeshDNAUtils.h | |
static 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 | SkelMeshDNAUtils.h | |
static void UpdateJointBehavior
(
USkeletalMeshComponent* InSkelMeshComponent |
Update joint behavior NOTE: DNAAsset->SetBehaviorReader needs to be called before this | SkelMeshDNAUtils.h | |
static void UpdateJoints
(
USkeletalMesh* InSkelMesh, |
Updates the positions, orientation and scale in the joint hierarchy using the data from DNA file | SkelMeshDNAUtils.h | |
static void UpdateMorphTargets
(
USkeletalMesh* InSkelMesh, |
Updates the morph targets for all mesh sections of LODs, using the data from DNA file | SkelMeshDNAUtils.h | |
static void UpdateSkinWeights
(
USkeletalMesh* InSkelMesh, |
Updates the skin weights for all LODs using the data from DNA file | SkelMeshDNAUtils.h |