Open 3D Engine EMotionFX Gem API Reference 23.10.0
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EMotionFX::Integration::ActorAsset Class Reference

#include <ActorAsset.h>

Inherits EMotionFX::Integration::EMotionFXAsset.

Public Types

using ActorInstancePtr = EMotionFXPtr< EMotionFX::ActorInstance >
 

Public Member Functions

AZ_CLASS_ALLOCATOR_DECL ActorAsset (AZ::Data::AssetId id=AZ::Data::AssetId())
 
ActorInstancePtr CreateInstance (AZ::Entity *entity)
 
ActorGetActor () const
 
RenderActorGetRenderActor () const
 
void SetData (AZStd::shared_ptr< Actor > actor)
 
void InitRenderActor ()
 
- Public Member Functions inherited from EMotionFX::Integration::EMotionFXAsset
 EMotionFXAsset (AZ::Data::AssetId id=AZ::Data::AssetId())
 
void ReleaseEMotionFXData ()
 

Friends

class ActorAssetHandler
 

Additional Inherited Members

- Public Attributes inherited from EMotionFX::Integration::EMotionFXAsset
AZStd::vector< AZ::u8 > m_emfxNativeData
 

Detailed Description

Represents an EMotionFX actor asset. Each asset maintains storage of the original EMotionFX binary asset (via EMotionFXAsset base class). Initialization of the asset constructs Open 3D Engine rendering objects, such as the render mesh and material, directly from the instantiated EMotionFX actor. An easy future memory optimization is to wipe the EMotionFXAsset buffer after the actor, render meshes, and materials are created, since it's technically no longer necessary. At this stage it's worth keeping around for testing.


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