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IDatasmithMeshElement defines an actual geometry. It won't add any instance to your scene, you'll need IDatasmithMeshActorElement for this. Notice that several IDatasmithMeshActorElements could use the this geometry.
| Name | IDatasmithMeshElement |
| Type | class |
| Header File | /Engine/Source/Runtime/Datasmith/DatasmithCore/Public/IDatasmithSceneElements.h |
| Include Path | #include "IDatasmithSceneElements.h" |
Syntax
class IDatasmithMeshElement : public IDatasmithElement
Implements Interfaces
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IDatasmithMeshElement() |
IDatasmithSceneElements.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetArea() |
Get the total surface area | IDatasmithSceneElements.h | |
float GetDepth() |
Get the bounding box depth | IDatasmithSceneElements.h | |
FVector3f GetDimensions() |
Get the bounding box dimension of the mesh, in a vector in the form of (Width, Height, Depth ) | IDatasmithSceneElements.h | |
const TCHAR * GetFile() |
Get the output filename, it can be absolute or relative to the scene file | IDatasmithSceneElements.h | |
| Return a MD5 hash of the content of the Mesh Element. | IDatasmithSceneElements.h | ||
float GetHeight() |
Get the bounding box height | IDatasmithSceneElements.h | |
int32 GetLightmapCoordinateIndex() |
Get the UV channel that will be used for the lightmap | IDatasmithSceneElements.h | |
int32 GetLightmapSourceUV() |
Get the source UV channel that will be used at import to generate the lightmap UVs | IDatasmithSceneElements.h | |
const TCHAR * GetMaterial
(
int32 SlotId |
Get the name of the material mapped to slot Id, return nullptr if slot isn't mapped | IDatasmithSceneElements.h | |
TSharedPtr< const IDatasmithMaterialIDElement > GetMaterialSlotAt
(
int32 Index |
Get the material mapping for slot Index | IDatasmithSceneElements.h | |
TSharedPtr< IDatasmithMaterialIDElement > GetMaterialSlotAt
(
int32 Index |
IDatasmithSceneElements.h | ||
int32 GetMaterialSlotCount() |
Get the number of material slot set on this mesh | IDatasmithSceneElements.h | |
float GetWidth() |
Get the bounding box width | IDatasmithSceneElements.h | |
void SetDimensions
(
float InArea, |
Set surface area and bounding box dimensions to be used on lightmap size calculation. | IDatasmithSceneElements.h | |
void SetFile
(
const TCHAR* InFile |
Set the output filename, it can be absolute or relative to the scene file | IDatasmithSceneElements.h | |
void SetFileHash
(
FMD5Hash Hash |
Set the MD5 hash of the current mesh file. This should be a hash of its content. | IDatasmithSceneElements.h | |
void SetLightmapCoordinateIndex
(
int32 UVChannel |
Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation | IDatasmithSceneElements.h | |
void SetLightmapSourceUV
(
int32 UVChannel |
Set the source UV channel that will be used at import to generate the lightmap UVs | IDatasmithSceneElements.h | |
void SetMaterial
(
const TCHAR* MaterialPathName, |
Set the material slot Id to use the material MaterialPathName | IDatasmithSceneElements.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetLODCount() |
Get number of LODs | IDatasmithSceneElements.h | |
void SetLODCount
(
int32 Count |
Set number of LODs | IDatasmithSceneElements.h |