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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
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FGuid & GetAssetGuid() |
Get the guid identifying this asset | ClothingAssetBase.h |
Public Virtual
| 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 | |
virtual int32 GetNumLods() |
Get the number of LODs defined in the clothing asset | ClothingAssetBase.h | |
| Return the simulation mesh. Used to calculate the LOD bias deformer mappings. | ClothingAssetBase.h | ||
virtual USkinnedAsset * GetSkinnedAssetDependency () |
Get a Skinned Asset dependency that participates in async compilation, if any. | ClothingAssetBase.h | |
| Gather stats for the Skeletal Mesh editor details view. | 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 IsValid() |
Check the validity of this clothing data, for example for when it is dependent from an asset that isn't ready or accessible. | 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 |
ClothingAssetBase.h | ||
virtual void UnbindFromSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
ClothingAssetBase.h | ||
virtual void UnbindFromSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
Unbind Clothing Data from the specified Skeletal Mesh LOD sections. | ClothingAssetBase.h | |
virtual void UpdateAllLODBiasMappings
(
USkeletalMesh* SkeletalMesh |
Update all extra LOD deformer mappings. | ClothingAssetBase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
Make sure the object is transactional. | ClothingAssetBase.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void WarningNotification
(
const FText& Text |
Warn using slate's notification manager. Use this method to notify binding issues back to the user. | ClothingAssetBase.h |