UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IDatasmithMeshActorElement Class Referenceabstract

#include <IDatasmithSceneElements.h>

+ Inheritance diagram for IDatasmithMeshActorElement:

Public Member Functions

virtual ~IDatasmithMeshActorElement ()
 
virtual void AddMaterialOverride (const TCHAR *MaterialName, int32 Id)=0
 
virtual void AddMaterialOverride (const TSharedPtr< IDatasmithMaterialIDElement > &Material)=0
 
virtual int32 GetMaterialOverridesCount () const =0
 
virtual TSharedPtr< IDatasmithMaterialIDElementGetMaterialOverride (int32 i)=0
 
virtual TSharedPtr< const IDatasmithMaterialIDElementGetMaterialOverride (int32 i) const =0
 
virtual void RemoveMaterialOverride (const TSharedPtr< IDatasmithMaterialIDElement > &Material)=0
 
virtual void ResetMaterialOverrides ()=0
 
virtual const TCHARGetStaticMeshPathName () const =0
 
virtual void SetStaticMeshPathName (const TCHAR *InStaticMeshPathName)=0
 
- Public Member Functions inherited from IDatasmithActorElement
virtual ~IDatasmithActorElement ()
 
virtual FVector GetTranslation () const =0
 
virtual void SetTranslation (double InX, double InY, double InZ, bool bKeepChildrenRelative=true)=0
 
virtual void SetTranslation (const FVector &Value, bool bKeepChildrenRelative=true)=0
 
virtual FVector GetScale () const =0
 
virtual void SetScale (double InX, double InY, double InZ, bool bKeepChildrenRelative=true)=0
 
virtual void SetScale (const FVector &Value, bool bKeepChildrenRelative=true)=0
 
virtual FQuat GetRotation () const =0
 
virtual void SetRotation (double InX, double InY, double InZ, double InW, bool bKeepChildrenRelative=true)=0
 
virtual void SetRotation (const FQuat &Value, bool bKeepChildrenRelative=true)=0
 
virtual FTransform GetRelativeTransform () const =0
 
virtual const TCHARGetLayer () const =0
 
virtual void SetLayer (const TCHAR *InLayer)=0
 
virtual void AddTag (const TCHAR *InTag)=0
 
virtual void ResetTags ()=0
 
virtual int32 GetTagsCount () const =0
 
virtual const TCHARGetTag (int32 TagIndex) const =0
 
virtual void AddChild (const TSharedPtr< IDatasmithActorElement > &InChild, EDatasmithActorAttachmentRule AttachementRule=EDatasmithActorAttachmentRule::KeepWorldTransform)=0
 
virtual int32 GetChildrenCount () const =0
 
virtual TSharedPtr< IDatasmithActorElementGetChild (int32 InIndex)=0
 
virtual const TSharedPtr< IDatasmithActorElement > & GetChild (int32 InIndex) const =0
 
virtual void RemoveChild (const TSharedPtr< IDatasmithActorElement > &InChild)=0
 
virtual const TSharedPtr< IDatasmithActorElement > & GetParentActor () const =0
 
virtual void SetIsAComponent (bool Value)=0
 
virtual bool IsAComponent () const =0
 
virtual void SetVisibility (bool bInVisibility)=0
 
virtual bool GetVisibility () const =0
 
virtual void SetCastShadow (bool bInCastShadow)=0
 
virtual bool GetCastShadow () const =0
 
virtual void SetMobility (EDatasmithActorMobilityType Mobility)=0
 
virtual EDatasmithActorMobilityType GetMobility () const =0
 
- Public Member Functions inherited from IDatasmithElement
virtual bool IsA (EDatasmithElementType Type) const =0
 
virtual const TCHARGetName () const =0
 
virtual void SetName (const TCHAR *InName)=0
 
virtual const TCHARGetLabel () const =0
 
virtual void SetLabel (const TCHAR *InLabel)=0
 
virtual FMD5Hash CalculateElementHash (bool bForce)=0
 

Detailed Description

IDatasmithClothElement class: experimental class that describes a cloth asset IDatasmithActorElement used in any geometry instance independently if it could be static or movable. It doesn't define the actual geometry, you'll need IDatasmithMeshElement for this. Notice that several IDatasmithMeshActorElements could use the same geometry.

Constructor & Destructor Documentation

◆ ~IDatasmithMeshActorElement()

virtual IDatasmithMeshActorElement::~IDatasmithMeshActorElement ( )
inlinevirtual

Member Function Documentation

◆ AddMaterialOverride() [1/2]

virtual void IDatasmithMeshActorElement::AddMaterialOverride ( const TCHAR MaterialName,
int32  Id 
)
pure virtual

Adds a new material override to the Actor Element

Parameters
MaterialNamename of the material, it should be unique
Idmaterial identifier to be used with mesh sub-material indices. Use -1 to override all material slots.

◆ AddMaterialOverride() [2/2]

virtual void IDatasmithMeshActorElement::AddMaterialOverride ( const TSharedPtr< IDatasmithMaterialIDElement > &  Material)
pure virtual

Adds a new material override to the Actor Element

◆ GetMaterialOverride() [1/2]

virtual TSharedPtr< const IDatasmithMaterialIDElement > IDatasmithMeshActorElement::GetMaterialOverride ( int32  i) const
pure virtual

Get the i-th material override of this actor

◆ GetMaterialOverride() [2/2]

virtual TSharedPtr< IDatasmithMaterialIDElement > IDatasmithMeshActorElement::GetMaterialOverride ( int32  i)
pure virtual

Get the i-th material override of this actor

◆ GetMaterialOverridesCount()

virtual int32 IDatasmithMeshActorElement::GetMaterialOverridesCount ( ) const
pure virtual

Get the amount of material overrides on this mesh

◆ GetStaticMeshPathName()

virtual const TCHAR * IDatasmithMeshActorElement::GetStaticMeshPathName ( ) const
pure virtual

Get the path name of the StaticMesh associated with the actor

◆ RemoveMaterialOverride()

virtual void IDatasmithMeshActorElement::RemoveMaterialOverride ( const TSharedPtr< IDatasmithMaterialIDElement > &  Material)
pure virtual

Remove material from the Actor Element

◆ ResetMaterialOverrides()

virtual void IDatasmithMeshActorElement::ResetMaterialOverrides ( )
pure virtual

Remove all material overrides from the Actor Element

◆ SetStaticMeshPathName()

virtual void IDatasmithMeshActorElement::SetStaticMeshPathName ( const TCHAR InStaticMeshPathName)
pure virtual

Set the path name of the StaticMesh that the actor is using It can be either a package path to refer to an existing mesh or a mesh name to refer to a MeshElement in the DatasmithScene


The documentation for this class was generated from the following file: