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API > API/Runtime > API/Runtime/ClothingSystemRuntimeInterface
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UClothingAssetBase
- UClothingAssetCommon
References
| Module | ClothingSystemRuntimeInterface |
| Header | /Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothingAssetBase.h |
| Include | #include "ClothingAssetBase.h" |
Syntax
class UClothingAssetBase : public UObject
Remarks
An interface object for any clothing asset the engine can use. Any clothing asset concrete object should derive from this.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGuid | AssetGuid | Guid to identify this asset. Will be embedded into chunks that are created using this asset | |
| FString | ImportedFilePath | If this asset was imported from a file, this will be the original path. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | AddNewLod () |
Add a new LOD class instance. | |
| bool | BindToSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
Binds a clothing asset submesh to a skeletal mesh section | |
| void | Builds the LOD transition data When we transition between LODs we skin the incoming mesh to the outgoing mesh in exactly the same way the render mesh is skinned to create a smooth swap | ||
| const FGuid & | GetAssetGuid () |
Get the guid identifying this asset | |
| int32 | GetNumLods () |
Get the number of LODs defined in the clothing asset | |
| void | Called on the clothing asset when the base data (physical mesh, config etc.) has changed, so any intermediate generated data can be regenerated. | ||
| bool | IsValidLod
(
int32 InLodIndex |
Check the validity of a LOD index | |
| void | Called after all cloth assets sharing the same simulation are added or loaded | ||
| void | RefreshBoneMapping
(
USkeletalMesh* InSkelMesh |
Messages to the clothing asset that the bones in the parent mesh have possibly changed, which could invalidate the bone indices stored in the LOD data. | |
| void | UnbindFromSkeletalMesh
(
USkeletalMesh* InSkelMesh |
Unbinds this clothing asset from the provided skeletal mesh, will remove all LODs | |
| void | UnbindFromSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
Unbinds this clothing asset from the provided skeletal mesh | |
| void | UpdateAllLODBiasMappings
(
USkeletalMesh* SkeletalMesh |
Update all extra LOD deformer mappings. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Cached data are now all rebuilt by calling InvalidateCachedData() | ||
| void | Use InvalidateAllCachedData() instead |