UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType Struct Reference

#include <GPUSkinVertexFactory.h>

Public Member Functions

 ClothShaderType ()
 
void UpdateClothSimulationData (FRHICommandList &RHICmdList, TConstArrayView< FVector3f > InSimulPositions, TConstArrayView< FVector3f > InSimulNormals, uint32 RevisionNumber, const FName &AssetPathName)
 
void ReleaseClothSimulData ()
 
void EnableDoubleBuffer ()
 
void SetCurrentRevisionNumber (uint32 RevisionNumber)
 
FVertexBufferAndSRVGetClothBufferForWriting ()
 
bool HasClothBufferForReading (bool bPrevious) const
 
const FVertexBufferAndSRVGetClothBufferForReading (bool bPrevious) const
 
FMatrix44fGetClothToLocalForWriting ()
 
const FMatrix44fGetClothToLocalForReading (bool bPrevious) const
 

Public Attributes

float ClothBlendWeight = 1.0f
 
FVector3f WorldScale = FVector3f::OneVector
 
uint32 NumInfluencesPerVertex = 1
 
bool bEnabled = false
 

Constructor & Destructor Documentation

◆ ClothShaderType()

FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::ClothShaderType ( )
inline

Member Function Documentation

◆ EnableDoubleBuffer()

void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::EnableDoubleBuffer ( )
inline

◆ GetClothBufferForReading()

const FVertexBufferAndSRV & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothBufferForReading ( bool  bPrevious) const

◆ GetClothBufferForWriting()

FVertexBufferAndSRV & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothBufferForWriting ( )

◆ GetClothToLocalForReading()

const FMatrix44f & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothToLocalForReading ( bool  bPrevious) const

◆ GetClothToLocalForWriting()

FMatrix44f & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothToLocalForWriting ( )

◆ HasClothBufferForReading()

bool FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::HasClothBufferForReading ( bool  bPrevious) const

◆ ReleaseClothSimulData()

void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::ReleaseClothSimulData ( )

◆ SetCurrentRevisionNumber()

void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::SetCurrentRevisionNumber ( uint32  RevisionNumber)

◆ UpdateClothSimulationData()

void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::UpdateClothSimulationData ( FRHICommandList RHICmdList,
TConstArrayView< FVector3f InSimulPositions,
TConstArrayView< FVector3f InSimulNormals,
uint32  RevisionNumber,
const FName AssetPathName 
)

Member Data Documentation

◆ bEnabled

bool FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::bEnabled = false

Whether cloth simulation is currently enabled.

◆ ClothBlendWeight

float FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::ClothBlendWeight = 1.0f

weight to blend between simulated positions and key-framed poses if ClothBlendWeight is 1.0, it shows only simulated positions and if it is 0.0, it shows only key-framed animation

◆ NumInfluencesPerVertex

uint32 FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::NumInfluencesPerVertex = 1

◆ WorldScale

FVector3f FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::WorldScale = FVector3f::OneVector

Scale of the owner actor


The documentation for this struct was generated from the following files: