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API > API/Developer > API/Developer/SkeletalMeshUtilitiesCommon > API/Developer/SkeletalMeshUtilitiesCommon/FStaticToSkeletalMeshConverter
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool InitializeSkeletonFromStaticMesh
(
USkeleton* InSkeleton, |
Creates a skeleton from a static mesh with a single root bone. | StaticToSkeletalMeshConverter.h | |
static bool InitializeSkeletonFromStaticMesh
(
USkeleton* InSkeleton, |
Creates a skeleton from a static mesh with a bone chain going from root to end effector, where the intermediary bones are distributed evenly along a line between the two. | StaticToSkeletalMeshConverter.h |
InitializeSkeletonFromStaticMesh(USkeleton , const UStaticMesh , const FVector &)
Description
Creates a skeleton from a static mesh with a single root bone.
| Name | InitializeSkeletonFromStaticMesh |
| Type | function |
| Header File | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/StaticToSkeletalMeshConverter.h |
| Include Path | #include "StaticToSkeletalMeshConverter.h" |
| Source | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Private/StaticToSkeletalMeshConverter.cpp |
static bool InitializeSkeletonFromStaticMesh
(
USkeleton * InSkeleton,
const UStaticMesh * InStaticMesh,
const FVector & InRelativeRootPosition
)
`true_ if the operation succeeded.
Parameters
| Name | Remarks |
|---|---|
| InSkeleton | The skeleton to initialize. It has to be freshly created and contain no bones already. |
| InStaticMesh | The static mesh whose bounding box will be used as a reference. |
| InRelativeRootPosition | The relative root position in a unit cube that gets scaled up to match the bbox of the static mesh. For example, given FVector(0.5, 0.5, 0.0), the root bone location will be placed at the center of the bottom of the static mesh's bbox. |
InitializeSkeletonFromStaticMesh(USkeleton , const UStaticMesh , const FVector &, const FVector &, const int32)
Description
Creates a skeleton from a static mesh with a bone chain going from root to end effector, where the intermediary bones are distributed evenly along a line between the two.
| Name | InitializeSkeletonFromStaticMesh |
| Type | function |
| Header File | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/StaticToSkeletalMeshConverter.h |
| Include Path | #include "StaticToSkeletalMeshConverter.h" |
| Source | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Private/StaticToSkeletalMeshConverter.cpp |
static bool InitializeSkeletonFromStaticMesh
(
USkeleton * InSkeleton,
const UStaticMesh * InStaticMesh,
const FVector & InRelativeRootPosition,
const FVector & InRelativeEndEffectorPosition,
const int32 InIntermediaryJointCount
)
`true_ if the operation succeeded.
Parameters
| Name | Remarks |
|---|---|
| InSkeleton | The skeleton to initialize. It has to be freshly created and contain no bones already. |
| InStaticMesh | The static mesh whose bounding box will be used as a reference. |
| InRelativeRootPosition | The relative root position in a unit cube that gets scaled up to match the bbox of the static mesh. For example, given FVector(0.5, 0.5, 0.0), the root bone location will be placed at the center of the bottom of the static mesh's bbox. |
| InRelativeEndEffectorPosition | The end effector position, positioned in the same manner as the root position. If the end effector is in the same location as the root, only the root bone is created. |
| InIntermediaryJointCount | Number of joints to create between the root and the end effector. |