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API > API/Runtime > API/Runtime/DataflowEngine > API/Runtime/DataflowEngine/Dataflow
Inheritance Hierarchy
- UObject
- UDataflowContextObject
- UDataflowBaseContent
- UDataflowSkeletalContent
- UDataflowFleshContent
References
| Module | DataflowEngine |
| Header | /Engine/Source/Runtime/Experimental/Dataflow/Engine/Public/Dataflow/DataflowContent.h |
| Include | #include "Dataflow/DataflowContent.h" |
Syntax
UCLASS ()
class UDataflowSkeletalContent : public UDataflowBaseContent
Remarks
Dataflow content owning dataflow and skelmesh assets that that will be used to evaluate the graph
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UAnimationAsset > | AnimationAsset | Animation asset to be used to preview simulation | |
| bool | bHideAnimationAsset | Boolean to control if the animation asset could be edited or not | |
| bool | bHideSkeletalMesh | Boolean to control if the skeletal mesh could be edited or not | |
| TObjectPtr< USkeletalMesh > | SkeletalMesh | Data flow skeletal mesh |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddReferencedObjects
(
UObject* InThis, |
||
| bool | CanEditChange
(
const FProperty* InProperty |
||
| const TObjectPtr< UAnimationAsset > & | |||
| const TObjectPtr< USkeletalMesh > & | |||
| void | SetAnimationAsset
(
const TObjectPtr< UAnimationAsset >& InAnimation, |
Data flow animation asset accessors | |
| void | SetSkeletalMesh
(
const TObjectPtr< USkeletalMesh >& InMesh, |
Data flow skeletal mesh accessors |
Overridden from UDataflowBaseContent
| Type | Name | Description | |
|---|---|---|---|
| void | AddContentObjects
(
FReferenceCollector& Collector |
Collect reference objects for GC | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | SetActorProperties
(
TObjectPtr< AActor >& PreviewActor |
Set all the preview actor exposed properties |