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API > API/Developer > API/Developer/SkeletalMeshUtilitiesCommon > API/Developer/SkeletalMeshUtilitiesCommon/FStaticToSkeletalMeshConverter
Description
Create a skeletal mesh from a list of mesh description objects and a reference skeleton. If any mesh description either doesn't contain a skin weight, or any of the skin weights reference a bone that doesn't exist on the reference skeleton, this operation fails.
| Name | InitializeSkeletalMeshFromMeshDescriptions |
| 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 InitializeSkeletalMeshFromMeshDescriptions
(
USkeletalMesh * InSkeletalMesh,
TArrayView< const FMeshDescription * > InMeshDescriptions,
TConstArrayView< FSkeletalMaterial > InMaterials,
const FReferenceSkeleton & InReferenceSkeleton,
const bool bInRecomputeNormals,
const bool bInRecomputeTangents,
const bool bCacheOptimize
)
Parameters
| Name | Remarks |
|---|---|
| InSkeletalMesh | The skeletal mesh to initialize. It has to be freshly created and be completely empty. |
| InMeshDescriptions | The mesh description objects to create each subsequent LOD, starting from LOD0. |
| InMaterials | The materials to apply to the skeletal mesh. The conversion will attempt a best effort to ensure that the PolygonGroup::ImportedMaterialSlotName attribute will map to existing import names. |
| InReferenceSkeleton | The reference skeleton to use. |
| bInRecomputeNormals | Recompute normals when the mesh is generated from the mesh description. |
| bInRecomputeTangents | Recompute tangents when the mesh is generated from the mesh description. |
| bCacheOptimize | Enable the cache optimization of the index buffer. |