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Unreal Engine C++ API Reference > Developer > MeshUtilities
Inheritance Hierarchy
- IModuleInterface
- IMeshUtilities
References
Module | MeshUtilities |
Header | /Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h |
Include | #include "MeshUtilities.h" |
Syntax
class IMeshUtilities : public IModuleInterface
Functions
Type | Name | Description | |
---|---|---|---|
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void | BuildSkeletalAdjacencyIndexBuffer
(
const TArray< struct FSoftSkinVertex >& VertexBuffer, |
Build adjacency information for the skeletal mesh used for tessellation. |
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bool | BuildSkeletalMesh
(
FSkeletalMeshLODModel& LODModel, |
Create all render specific data for a skeletal mesh LOD model |
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bool | BuildStaticMesh
(
FStaticMeshRenderData& OutRenderData, |
Builds a renderable static mesh using the provided source models and the LOD groups settings. |
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void | BuildStaticMeshVertexAndIndexBuffers
(
TArray< FStaticMeshBuildVertex >& OutVertices, |
|
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void | CacheOptimizeIndexBuffer
(
TArray< uint32 >& Indices |
Cache optimize the index buffer. |
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void | CacheOptimizeIndexBuffer
(
TArray< uint16 >& Indices |
Cache optimize the index buffer. |
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void | CalcBoneVertInfos
(
USkeletalMesh* SkeletalMesh, |
Calculate the verts associated weighted to each bone of the skeleton. |
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void | Calculates MikkTSpace Tangents for a given set of vertex data with normals provided | |
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void | Calculates Normals for a given set of vertex data | |
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void | CalculateOverlappingCorners
(
const TArray< FVector3f >& InVertices, |
Calculates the overlapping corners for a given set of vertex data |
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void | CalculateTangents
(
const TArray< FVector3f >& InVertices, |
Calculates Tangents and Normals for a given set of vertex data |
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void | CalculateTextureCoordinateBoundsForSkeletalMesh
(
const FSkeletalMeshLODModel& LODModel, |
Calculates UV coordinates bounds for the given Skeletal Mesh |
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void | CalculateTriangleTangent
(
const FSoftSkinVertex& VertexA, |
Calculate The tangent, bi normal and normal for the triangle define by the tree SoftSkinVertex. |
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UStaticMesh * | ConvertMeshesToStaticMesh
(
const TArray< UMeshComponent* >& InMeshComponents, |
Convert a set of mesh components in their current pose to a static mesh. |
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void | CreateImportDataFromLODModel
(
USkeletalMesh* SkeletalMesh |
This function create the import data using the LODModel. |
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void | FindOverlappingCorners
(
FOverlappingCorners& OutOverlappingCorners, |
|
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void | FixupMaterialSlotNames
(
USkeletalMesh* SkeletalMesh |
Used to make sure all imported material slot name are unique and non empty. |
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void | FixupMaterialSlotNames
(
UStaticMesh* StaticMesh |
Used to make sure all imported material slot name are unique and non empty. |
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bool | GenerateCardRepresentationData
(
FString MeshName, |
|
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void | GenerateRuntimeSkinWeightData
(
const FSkeletalMeshLODModel* ImportedModel, |
Used to generate runtime skin weight data from Editor-only data |
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void | GenerateSignedDistanceFieldVolumeData
(
FString MeshName, |
Builds a signed distance field volume for the given LODModel. |
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bool | GenerateStaticMeshLODs
(
UStaticMesh* StaticMesh, |
Builds a static mesh using the provided source models and the LOD groups settings, and replaces the RawMeshes with the reduced meshes. |
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bool | GenerateUniqueUVsForSkeletalMesh
(
const FSkeletalMeshLODModel& LODModel, |
Calculates (new) non-overlapping UV coordinates for the given Skeletal Mesh |
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bool | GenerateUniqueUVsForStaticMesh
(
const FRawMesh& RawMesh, |
Calculates (new) non-overlapping UV coordinates for the given Raw Mesh |
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bool | GenerateUniqueUVsForStaticMesh
(
const FRawMesh& RawMesh, |
|
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const FString & | Returns a string uniquely identifying this version of mesh utilities. | |
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void | RecomputeTangentsAndNormalsForRawMesh
(
bool bRecomputeTangents, |
|
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void | RecomputeTangentsAndNormalsForRawMesh
(
bool bRecomputeTangents, |
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bool | RemoveBonesFromMesh
(
USkeletalMesh* SkeletalMesh, |
Remove Bones based on LODInfo setting |
Classes
Type | Name | Description | |
---|---|---|---|
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MeshBuildOptions | Helper structure for skeletal mesh import options |