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Unreal Engine C++ API Reference > Developer > SkeletalMeshUtilitiesCommon
References
Module | SkeletalMeshUtilitiesCommon |
Header | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/LODUtilities.h |
Include | #include "LODUtilities.h" |
Syntax
class FLODUtilities
Constructors
No constructors are accessible with public or protected access.
Functions
Type | Name | Description | |
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void | AdjustImportDataFaceMaterialIndex
(
const TArray< FSkeletalMaterial >& Materials, |
Before building skeletalmesh base LOD (LOD index 0) using MeshUtilities.BuildSkeletalMesh, we want to adjust the imported faces material index to point on the correct sk material. |
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void | BuildMorphTargets
(
USkeletalMesh* SkeletalMesh, |
Build the morph targets for the specified LOD. |
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void | MatchImportedMaterials
(
FSkeletalMeshMatchImportedMaterialsParameters& Parameters |
When any skeletalmesh LOD get imported or re-imported, we want to have common code to set all materials data. |
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void | ProcessImportMeshInfluences
(
const int32 WedgeCount, |
Process and update the vertex Influences using the predefined wedges |
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void | RefreshLODChange
(
const USkeletalMesh* SkeletalMesh |
Refresh LOD Change |
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void | RegenerateAllImportSkinWeightProfileData
(
FSkeletalMeshLODModel& LODModelDest, |
Re-generate all (editor-only) skin weight profile, used whenever we rebuild the skeletal mesh data which could change the chunking and bone indices |
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void | RegenerateDependentLODs
(
USkeletalMesh* SkeletalMesh, |
Regenerate LOD that are dependent of LODIndex |
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bool | RegenerateLOD
(
USkeletalMesh* SkeletalMesh, |
Regenerate LODs of the mesh |
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void | RemoveLOD
(
FSkeletalMeshUpdateContext& UpdateContext, |
Removes a particular LOD from the SkeletalMesh. |
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void | RemoveLODs
(
FSkeletalMeshUpdateContext& UpdateContext, |
Removes the specified LODs from the SkeletalMesh. |
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void | ReorderMaterialSlotToBaseLod
(
USkeletalMesh* SkeletalMesh |
Reorder the material slot array to follow the base LOD section order. |
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void | RestoreClothingFromBackup
(
USkeletalMesh* SkeletalMesh, |
|
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void | RestoreClothingFromBackup
(
USkeletalMesh* SkeletalMesh, |
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bool | SetCustomLOD
(
USkeletalMesh* DestinationSkeletalMesh, |
Add or change the LOD data specified by LodIndex with the content of the sourceSkeletalMesh. |
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void | SimplifySkeletalMeshLOD
(
FSkeletalMeshUpdateContext& UpdateContext, |
Simplifies the static mesh based upon various user settings for DesiredLOD. |
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bool | StripLODGeometry
(
USkeletalMesh* SkeletalMesh, |
This function will strip all triangle in the specified LOD that don't have any UV area pointing on a black pixel in the TextureMask. |
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void | UnbindClothingAndBackup
(
USkeletalMesh* SkeletalMesh, |
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void | UnbindClothingAndBackup
(
USkeletalMesh* SkeletalMesh, |
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bool | UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
This function apply the skinning weights from the saved imported skinning weight data to the destination skeletal mesh. |
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bool | UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
This function apply the skinning weights from asource skeletal mesh to the destination skeletal mesh. |
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bool | UpdateAlternateSkinWeights
(
FSkeletalMeshLODModel& LODModelDest, |
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bool | UpdateLODInfoVertexAttributes
(
USkeletalMesh* InSkeletalMesh, |
Build the vertex attributes |
Classes
Type | Name | Description | |
---|---|---|---|
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FSkeletalMeshMatchImportedMaterialsParameters | Structure to pass all the needed parameters to do match the material when importing a skeletal mesh LOD. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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bool | RestoreSkeletalMeshLODImportedData_DEPRECATED
(
USkeletalMesh* SkeletalMesh, |
Restore the LOD imported model to the last imported data. |
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bool | UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
Please use the new overloads of UpdateAlternateSkinWeights that take an IMeshUtilities::MeshBuildOptions. Note that IMeshUtilities::MeshBuildOptions::bComputeNormals/Tangents has the opposite meaning of ShouldImportNormals/Tangents. |
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bool | UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
Please use the new overloads of UpdateAlternateSkinWeights that take an IMeshUtilities::MeshBuildOptions. Note that IMeshUtilities::MeshBuildOptions::bComputeNormals/Tangents has the opposite meaning of ShouldImportNormals/Tangents. |
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bool | UpdateAlternateSkinWeights
(
FSkeletalMeshLODModel& LODModelDest, |
Please use the new overloads of UpdateAlternateSkinWeights that take an IMeshUtilities::MeshBuildOptions. Note that IMeshUtilities::MeshBuildOptions::bComputeNormals/Tangents has the opposite meaning of ShouldImportNormals/Tangents. |