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API > API/Runtime > API/Runtime/ClothingSystemRuntimeInterface
An interface object for any clothing asset the engine can use. Any clothing asset concrete object should derive from this.
| Name | UClothingAssetBase |
| Type | class |
| Header File | /Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothingAssetBase.h |
| Include Path | #include "ClothingAssetBase.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UClothingAssetBase : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UClothingAssetBase
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ImportedFilePath | FString | ClothingAssetBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 AddNewLod() |
Add a new LOD class instance. | ClothingAssetBase.h | |
virtual bool BindToSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
Binds a clothing asset submesh to a skeletal mesh section | ClothingAssetBase.h | |
virtual void BuildLodTransitionData() |
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 | ClothingAssetBase.h | |
const FGuid & GetAssetGuid() |
Get the guid identifying this asset | ClothingAssetBase.h | |
virtual int32 GetNumLods() |
Get the number of LODs defined in the clothing asset | ClothingAssetBase.h | |
virtual void InvalidateAllCachedData() |
Called on the clothing asset when the base data (physical mesh, config etc.) has changed, so any intermediate generated data can be regenerated. | ClothingAssetBase.h | |
virtual bool IsValidLod
(
int32 InLodIndex |
Check the validity of a LOD index | ClothingAssetBase.h | |
virtual void PostUpdateAllAssets() |
Called after all cloth assets sharing the same simulation are added or loaded | ClothingAssetBase.h | |
virtual 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. | ClothingAssetBase.h | |
virtual void UnbindFromSkeletalMesh
(
USkeletalMesh* InSkelMesh |
Unbinds this clothing asset from the provided skeletal mesh, will remove all LODs | ClothingAssetBase.h | |
virtual void UnbindFromSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
Unbinds this clothing asset from the provided skeletal mesh | ClothingAssetBase.h | |
virtual void UpdateAllLODBiasMappings
(
USkeletalMesh* SkeletalMesh |
Update all extra LOD deformer mappings. | ClothingAssetBase.h |