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API > API/Developer > API/Developer/SkeletalMeshUtilitiesCommon
| Name | FLODUtilities |
| Type | class |
| Header File | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/LODUtilities.h |
| Include Path | #include "LODUtilities.h" |
Syntax
class FLODUtilities
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLODUtilities() |
LODUtilities.h |
Structs
| Name | Remarks |
|---|---|
| FMorphTargetLodBackupData | |
| FMorphTargetUpdateRequest | |
| FSkeletalMeshMatchImportedMaterialsParameters | Structure to pass all the needed parameters to do match the material when importing a skeletal mesh LOD. |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static 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. | LODUtilities.h | |
static void ApplyMorphTargetsToLOD
(
USkeletalMesh* SkeletalMesh, |
Remap the morph targets of the base LOD onto the desired LOD. | LODUtilities.h | |
static void BackupCustomImportedMorphTargetData
(
USkeletalMesh* SkeletalMesh, |
Backup all the custom imported morph targets. | LODUtilities.h | |
static void BuildMorphTargets
(
USkeletalMesh* SkeletalMesh, |
Same as above but use normals from the source mesh description to build up the morph targets. | LODUtilities.h | |
static void BuildMorphTargets
(
USkeletalMesh* SkeletalMesh, |
Build the morph targets for the specified LOD. | LODUtilities.h | |
static void ClearGeneratedMorphTarget
(
USkeletalMesh* SkeletalMesh, |
Clear generated morphtargets for the given LODs | LODUtilities.h | |
static void GenerateImportedSkinWeightProfileData
(
FSkeletalMeshLODModel& LODModelDest, |
Generate the editor-only data stored for a skin weight profile (relies on bone indices) | LODUtilities.h | |
static void MatchImportedMaterials
(
FSkeletalMeshMatchImportedMaterialsParameters& Parameters |
When any skeletalmesh LOD get imported or re-imported, we want to have common code to set all materials data. | LODUtilities.h | |
static void ProcessImportMeshInfluences
(
const int32 VertexCount, |
Process and update the vertex Influences using the predefined wedges | LODUtilities.h | |
static void RefreshLODChange
(
const USkeletalMesh* SkeletalMesh |
Refresh LOD Change | LODUtilities.h | |
static 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 | LODUtilities.h | |
static void RegenerateDependentLODs
(
USkeletalMesh* SkeletalMesh, |
Regenerate LOD that are dependent of LODIndex | LODUtilities.h | |
static bool RegenerateLOD
(
USkeletalMesh* SkeletalMesh, |
Regenerate LODs of the mesh | LODUtilities.h | |
static void RemoveLOD
(
FSkeletalMeshUpdateContext& UpdateContext, |
Removes a particular LOD from the SkeletalMesh. | LODUtilities.h | |
static void RemoveLODs
(
FSkeletalMeshUpdateContext& UpdateContext, |
Removes the specified LODs from the SkeletalMesh. | LODUtilities.h | |
static void RemoveUnusedMaterialSlot
(
USkeletalMesh* SkeletalMesh |
Remove any material slot that is not used by any LODs | LODUtilities.h | |
static void ReorderMaterialSlotToBaseLod
(
USkeletalMesh* SkeletalMesh |
Reorder the material slot array to follow the base LOD section order. | LODUtilities.h | |
static void RestoreClothingFromBackup
(
USkeletalMesh* SkeletalMesh, |
LODUtilities.h | ||
static void RestoreClothingFromBackup
(
USkeletalMesh* SkeletalMesh, |
LODUtilities.h | ||
static bool RestoreCustomImportedMorphTargetData
(
USkeletalMesh* SkeletalMesh, |
Restore the custom imported morph target in the mesh description. | LODUtilities.h | |
static bool SetCustomLOD
(
USkeletalMesh* DestinationSkeletalMesh, |
Add or change the LOD data specified by LodIndex with the content of the sourceSkeletalMesh. | LODUtilities.h | |
static void SimplifySkeletalMeshLOD
(
FSkeletalMeshUpdateContext& UpdateContext, |
Simplifies the static mesh based upon various user settings for DesiredLOD. | LODUtilities.h | |
static void SimplifySkeletalMeshLOD
(
USkeletalMesh* SkeletalMesh, |
Simplifies the static mesh based upon various user settings for DesiredLOD This is private function that gets called by SimplifySkeletalMesh | LODUtilities.h | |
static 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. | LODUtilities.h | |
static void UnbindClothingAndBackup
(
USkeletalMesh* SkeletalMesh, |
LODUtilities.h | ||
static void UnbindClothingAndBackup
(
USkeletalMesh* SkeletalMesh, |
LODUtilities.h | ||
static bool UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
LODUtilities.h | ||
static bool UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
This function apply the skinning weights from the saved imported skinning weight data to the destination skeletal mesh. | LODUtilities.h | |
static bool UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
This function apply the skinning weights from asource skeletal mesh to the destination skeletal mesh. | LODUtilities.h | |
static bool UpdateAlternateSkinWeights
(
FSkeletalMeshLODModel& LODModelDest, |
LODUtilities.h | ||
static bool UpdateAlternateSkinWeights
(
USkeletalMesh* SkeletalMeshDest, |
LODUtilities.h | ||
static bool UpdateAlternateSkinWeights
(
FSkeletalMeshLODModel& LODModelDest, |
LODUtilities.h | ||
static bool UpdateLODInfoVertexAttributes
(
USkeletalMesh* InSkeletalMesh, |
Build the vertex attributes | LODUtilities.h |
Deprecated Functions
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool RestoreSkeletalMeshLODImportedData_DEPRECATED
(
USkeletalMesh* SkeletalMesh, |
Restore the LOD imported model to the last imported data. | LODUtilities.h |