40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "EngineDefines.h"
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class USkeletalMesh;
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#if WITH_APEX_CLOTHING
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namespace nvidia
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{
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namespace apex
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{
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class ClothingAsset;
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}
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} // namespace nvidia
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#endif // #if WITH_APEX_CLOTHING
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// Define interface for importing apex clothing asset
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namespace ApexClothingUtils
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{
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#if WITH_APEX_CLOTHING
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// Prompt the user to select an APEX file
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UNREALED_API FString PromptForClothingFile();
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// Prompt the user to select an APEX file that will be imported to the new UClothingAssetCommon format
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UNREALED_API void PromptAndImportClothing(USkeletalMesh* SkelMesh);
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// Given a buffer, build an apex clothing asset
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UNREALED_API nvidia::apex::ClothingAsset* CreateApexClothingAssetFromBuffer(const uint8* Buffer, int32 BufferSize);
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#endif // #if WITH_APEX_CLOTHING
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// Functions below remain from previous clothing system and only remain to remove the bound
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// data from a skeletal mesh. This is done when postloading USkeletalMesh when upgrading the assets
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// Function to restore all clothing section to original mesh section related to specified asset index
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UNREALED_API void RemoveAssetFromSkeletalMesh(USkeletalMesh* SkelMesh, uint32 AssetIndex, bool bReleaseAsset = true, bool bRecreateSkelMeshComponent = false);
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} // namespace ApexClothingUtils
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