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This node represents a collection of UInterchangeMeshNode UIDs, each associated with N transforms.
This is used in the context of collapsing, where the transforms represent collapsed instances of the corresponding mesh nodes. The whole MeshBundle may be converted into a single static mesh or a single skeletal mesh. In both cases, the transforms are relative to the "collapsing root".
When the bundle has a valid SkeletonDependencyUid, it represents a group of skinned meshes that should be combined into a single skeletal mesh asset.
| Name | UInterchangeMeshBundleNode |
| Type | class |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/Nodes/Public/InterchangeMeshBundleNode.h |
| Include Path | #include "InterchangeMeshBundleNode.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UInterchangeMeshBundleNode : public UInterchangeBaseNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInterchangeBaseNode → UInterchangeMeshBundleNode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInterchangeMeshBundleNode() |
InterchangeMeshBundleNode.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Macro_CustomSkeletonDependencyUidKey | const UE::Interchange::FAttributeKey | InterchangeMeshBundleNode.h | ||
| MeshNodeToTransforms | UE::Interchange::TMapAttributeHelper< FString, TArray< FTransform > > | InterchangeMeshBundleNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddMeshNodeTransform
(
const FString& MeshNodeUid, |
InterchangeMeshBundleNode.h |
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| InterchangeMeshBundleNode.h |
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| Separate C++ only functions as the signature is not valid for a UFUNCTION. | InterchangeMeshBundleNode.h | ||
bool GetCustomSkeletonDependencyUid
(
FString& AttributeValue |
Get the skeleton dependency UID for this bundle. Returns false if not set. | InterchangeMeshBundleNode.h |
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| InterchangeMeshBundleNode.h |
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| InterchangeMeshBundleNode.h |
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bool IsSkinnedMeshBundle() |
Returns true if this bundle has a valid skeleton dependency, meaning it represents skinned meshes. | InterchangeMeshBundleNode.h | |
bool RemoveMeshNodeUid
(
const FString& MeshLODNodeUid |
InterchangeMeshBundleNode.h |
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void ResetMeshNodeUids() |
InterchangeMeshBundleNode.h |
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| InterchangeMeshBundleNode.h | |||
bool SetCustomSkeletonDependencyUid
(
const FString& AttributeValue |
Set the skeleton dependency UID. When set, this bundle represents a group of skinned meshes. | InterchangeMeshBundleNode.h |
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Public Virtual
Overridden from UInterchangeBaseNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetIconName() |
InterchangeMeshBundleNode.h | ||
virtual FString GetTypeName() |
InterchangeMeshBundleNode.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
InterchangeMeshBundleNode.h |