UClothingAssetFactory

Unreal Engine C++ API Reference > Editor > ClothingSystemEditor

Inheritance Hierarchy

References

   
Module ClothingSystemEditor
Header /Engine/Source/Editor/ClothingSystemEditor/Public/ClothingAssetFactory.h
Include #include "ClothingAssetFactory.h"

Syntax

class UClothingAssetFactory : public [UClothingAssetFactoryBase](API\Editor\ClothingSystemEditorInterface\UClothingAssetFactoryBase)  

Constructors

Type Name Description
  UClothingAssetFactory ( const FObjectInitializer& ObjectIn... )  

Overridden from UClothingAssetFactoryBase

Type Name Description
bool CanImport ( const FString& Filename ) Tests whether the given filename should be able to be imported.
UClothingAss... CreateFromApexAsset ( nvidia::apex::ClothingAsset* I..., USkeletalMesh* TargetMesh, FName InName ) Given an APEX asset, build a UClothingAssetCommon containing the required data.
UClothingAss... CreateFromExistingCloth ( USkeletalMesh* TargetMesh, USkeletalMesh* SourceMesh, UClothingAssetBase* SourceAsse... ) Given a target mesh and a source clothing asset bound to source mesh, clone the clothing asset for use on the target mesh
UClothingAss... CreateFromSkeletalMesh ( USkeletalMesh* TargetMesh, FSkeletalMeshClothBuildParams& Par... ) Given a target mesh and parameters describing the build operation, create a clothing asset for use on the mesh
UClothingAss... Import ( const FString& Filename, USkeletalMesh* TargetMesh, FName InName ) Import the given file, treating it as an APEX asset file and return the resulting asset.
UClothingAss... ImportLodToClothing ( USkeletalMesh* TargetMesh, FSkeletalMeshClothBuildParams& Par... ) Given a target mesh and valid parameters, import a simulation mesh as a LOD for the clothing specified by the build parameters, returning the modified clothing object
UClothingAss... Reimport ( const FString& Filename, USkeletalMesh* TargetMesh, UClothingAssetBase* OriginalAs... ) Reimport an asset from the specified file

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