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Adapter which takes a Static Mesh Component instance to use for material baking (does not allow for changes to the underlying asset itself)
| Name | FStaticMeshComponentAdapter |
| Type | class |
| Header File | /Engine/Source/Developer/MeshMergeUtilities/Public/StaticMeshComponentAdapter.h |
| Include Path | #include "StaticMeshComponentAdapter.h" |
Syntax
class FStaticMeshComponentAdapter : public IMaterialBakingAdapter
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshComponentAdapter
(
UStaticMeshComponent* InStaticMeshComponent |
StaticMeshComponentAdapter.h |
Functions
Public
Overridden from IMaterialBakingAdapter
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 AddMaterial
(
UMaterialInterface* Material, |
Adds a new material to the underlying asset/data and specify the slot names | StaticMeshComponentAdapter.h | |
virtual int32 AddMaterial
(
UMaterialInterface* Material |
Adds a new material to the underlying asset/data | StaticMeshComponentAdapter.h | |
virtual void ApplySettings
(
int32 LODIndex, |
Ability to apply custom settings to the FMeshData structure | StaticMeshComponentAdapter.h | |
virtual FString GetBaseName() |
Returns base name to use for newly created assets | StaticMeshComponentAdapter.h | |
virtual FBoxSphereBounds GetBounds() |
Returns bounds of underlying data | StaticMeshComponentAdapter.h | |
virtual FName GetImportedMaterialSlotName
(
int32 MaterialIndex |
Returns the importer material slot name for the given index | StaticMeshComponentAdapter.h | |
virtual int32 GetMaterialIndex
(
int32 LODIndex, |
Returns the material index for the given lod and section index | StaticMeshComponentAdapter.h | |
virtual FName GetMaterialSlotName
(
int32 MaterialIndex |
Returns the material slot name for the given index | StaticMeshComponentAdapter.h | |
virtual int32 GetNumberOfLODs() |
Begin IMaterialBakingAdapter overrides | StaticMeshComponentAdapter.h | |
virtual UPackage * GetOuter() |
Returns outer package to use when creating new assets | StaticMeshComponentAdapter.h | |
virtual bool IsAsset() |
Returns whether or not the underlying data is an UAsset | StaticMeshComponentAdapter.h | |
virtual int32 LightmapUVIndex() |
Returns lightmap UV index used by mesh data | StaticMeshComponentAdapter.h | |
virtual void RemapMaterialIndex
(
int32 LODIndex, |
Remaps the material index for the given lod and section index to the specified new one | StaticMeshComponentAdapter.h | |
virtual void RetrieveMeshSections
(
int32 LODIndex, |
Retrieves all mesh sections from underlying data | StaticMeshComponentAdapter.h | |
virtual void RetrieveRawMeshData
(
int32 LODIndex, |
Retrieves model data in FMeshDescription form | StaticMeshComponentAdapter.h | |
virtual void SetMaterial
(
int32 MaterialIndex, |
Sets material index to specified material value | StaticMeshComponentAdapter.h | |
virtual void UpdateUVChannelData() |
Update UV channel data on object the adapter represents | StaticMeshComponentAdapter.h |