int32 |
AddMaterial ( UMaterialInterface* Material, const FName& SlotName, const FName& ImportedSlotName ) |
Adds a new material to the underlying asset/data and specify the slot names |
int32 |
AddMaterial ( UMaterialInterface* Material ) |
Adds a new material to the underlying asset/data |
void |
ApplySettings ( int32 LODIndex, FMeshData& InOutMeshData ) |
Ability to apply custom settings to the FMeshData structure |
FString |
GetBaseName () |
Returns base name to use for newly created assets |
FBoxSphereBo... |
GetBounds () |
Returns bounds of underlying data |
FName |
GetImportedMaterialSlotName ( int32 MaterialIndex ) |
Returns the importer material slot name for the given index |
int32 |
GetMaterialIndex ( int32 LODIndex, int32 SectionIndex ) |
Returns the material index for the given lod and section index |
FName |
GetMaterialSlotName ( int32 MaterialIndex ) |
Returns the material slot name for the given index |
int32 |
GetNumberOfLODs () |
Returns the number of LODs for the data the adapter represents |
UPackage ... |
GetOuter () |
Returns outer package to use when creating new assets |
bool |
IsAsset () |
Returns whether or not the underlying data is an UAsset |
int32 |
LightmapUVIndex () |
Returns lightmap UV index used by mesh data |
void |
RemapMaterialIndex ( int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex ) |
Remaps the material index for the given lod and section index to the specified new one |
void |
RetrieveMeshSections ( int32 LODIndex, TArray< FSectionInfo >& InOutSecti... ) |
Retrieves all mesh sections from underlying data |
void |
RetrieveRawMeshData ( int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropagateMeshData ) |
Retrieves model data in FMeshDescription form |
void |
SetMaterial ( int32 MaterialIndex, UMaterialInterface* Material ) |
Sets material index to specified material value |
void |
UpdateUVChannelData () |
Update UV channel data on object the adapter represents |