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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 |
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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 |