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Unreal Engine C++ API Reference > Runtime > DatasmithCore
Inheritance Hierarchy
- ISceneGraphNode
- IDatasmithElement
- IDatasmithMeshElement
References
Module | DatasmithCore |
Header | /Engine/Source/Runtime/Datasmith/DatasmithCore/Public/IDatasmithSceneElements.h |
Include | #include "IDatasmithSceneElements.h" |
Syntax
class IDatasmithMeshElement : public IDatasmithElement
Remarks
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.
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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float | GetArea () |
Get the total surface area |
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float | GetDepth () |
Get the bounding box depth |
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FVector3f | Get the bounding box dimension of the mesh, in a vector in the form of (Width, Height, Depth ) | |
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const TCHAR * | GetFile () |
Get the output filename, it can be absolute or relative to the scene file |
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FMD5Hash | GetFileHash () |
Return a MD5 hash of the content of the Mesh Element. |
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float | GetHeight () |
Get the bounding box height |
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int32 | Get the UV channel that will be used for the lightmap | |
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int32 | Get the source UV channel that will be used at import to generate the lightmap UVs | |
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int32 | GetLODCount () |
Get number of LODs |
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const TCHAR * | GetMaterial
(
int32 SlotId |
Get the name of the material mapped to slot Id, return nullptr if slot isn't mapped |
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TSharedPtr< const IDatasmithMaterialIDElement > | GetMaterialSlotAt
(
int32 Index |
Get the material mapping for slot Index |
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TSharedPtr< IDatasmithMaterialIDElement > | GetMaterialSlotAt
(
int32 Index |
|
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int32 | Get the number of material slot set on this mesh | |
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float | GetWidth () |
Get the bounding box width |
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void | SetDimensions
(
float InArea, |
Set surface area and bounding box dimensions to be used on lightmap size calculation. |
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void | SetFile
(
const TCHAR* InFile |
Set the output filename, it can be absolute or relative to the scene file |
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void | SetFileHash
(
FMD5Hash Hash |
Set the MD5 hash of the current mesh file. This should be a hash of its content. |
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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 |
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void | SetLightmapSourceUV
(
int32 UVChannel |
Set the source UV channel that will be used at import to generate the lightmap UVs |
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void | SetLODCount
(
int32 Count |
Set number of LODs |
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void | SetMaterial
(
const TCHAR* MaterialPathName, |
Set the material slot Id to use the material MaterialPathName |