Navigation
API > API/Editor > API/Editor/SkeletalMeshEditor
USkeletalMeshEditorSubsystem Subsystem for exposing skeletal mesh functionality to scripts
| Name | USkeletalMeshEditorSubsystem |
| Type | class |
| Header File | /Engine/Source/Editor/SkeletalMeshEditor/Public/SkeletalMeshEditorSubsystem.h |
| Include Path | #include "SkeletalMeshEditorSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class USkeletalMeshEditorSubsystem : public UEditorSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → USkeletalMeshEditorSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkeletalMeshEditorSubsystem() |
SkeletalMeshEditorSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetLODMaterialSlot
(
USkeletalMesh* SkeletalMesh, |
Gets the material slot used for a specific LOD section. | SkeletalMeshEditorSubsystem.h |
|
UMaterialInterface * GetMaterialSlotOverlayMaterial
(
const USkeletalMesh* SkeletalMesh, |
Get the overlay material for a material slot in a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
int32 GetNumSections
(
USkeletalMesh* SkeletalMesh, |
Get number of sections for a LOD of a Skeletal Mesh | SkeletalMeshEditorSubsystem.h |
|
int32 GetNumVerts
(
USkeletalMesh* SkeletalMesh, |
Get number of mesh vertices for an LOD of a Skeletal Mesh | SkeletalMeshEditorSubsystem.h |
|
bool GetSectionCastShadow
(
const USkeletalMesh* SkeletalMesh, |
Get bCastShadow from a section of a LOD of a Skeletal Mesh | SkeletalMeshEditorSubsystem.h |
|
bool GetSectionRecomputeTangent
(
const USkeletalMesh* SkeletalMesh, |
Get bRecomputeTangent from a section of a LOD of a Skeletal Mesh | SkeletalMeshEditorSubsystem.h |
|
bool GetSectionRecomputeTangentsVertexMaskChannel
(
const USkeletalMesh* SkeletalMesh, |
Get RecomputeTangentsVertexMaskChannel from a section of a LOD of a Skeletal Mesh | SkeletalMeshEditorSubsystem.h |
|
bool GetSectionVisibleInRayTracing
(
const USkeletalMesh* SkeletalMesh, |
Get bVisibleInRayTracing from a section of a LOD of a Skeletal Mesh | SkeletalMeshEditorSubsystem.h |
|
UMaterialInterface * GetSkeletalMeshOverlayMaterial
(
const USkeletalMesh* SkeletalMesh |
Get the overlay material for a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
bool SetMaterialSlotOverlayMaterial
(
USkeletalMesh* SkeletalMesh, |
Set the overlay material for a material slot in a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
bool SetSectionCastShadow
(
USkeletalMesh* SkeletalMesh, |
Set bCastShadow for a section of a LOD of a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
bool SetSectionRecomputeTangent
(
USkeletalMesh* SkeletalMesh, |
Set bRecomputeTangent for a section of a LOD of a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
bool SetSectionRecomputeTangentsVertexMaskChannel
(
USkeletalMesh* SkeletalMesh, |
Set RecomputeTangentsVertexMaskChannel for a section of a LOD of a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
bool SetSectionVisibleInRayTracing
(
USkeletalMesh* SkeletalMesh, |
Set bVisibleInRayTracing for a section of a LOD of a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
bool SetSkeletalMeshOverlayMaterial
(
USkeletalMesh* SkeletalMesh, |
Set the overlay material for a Skeletal Mesh. | SkeletalMeshEditorSubsystem.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool AssignPhysicsAsset
(
USkeletalMesh* TargetMesh, |
Assigns a PhysicsAsset to the given SkeletalMesh if it is compatible. | SkeletalMeshEditorSubsystem.h |
|
static UPhysicsAsset * CreatePhysicsAsset
(
USkeletalMesh* SkeletalMesh, |
This function creates a PhysicsAsset for the given SkeletalMesh with the same settings as if it were created through FBX import | SkeletalMeshEditorSubsystem.h |
|
static void GetLodBuildSettings
(
const USkeletalMesh* SkeletalMesh, |
Copy the build options with the specified LOD build settings. | SkeletalMeshEditorSubsystem.h |
|
static int32 GetLODCount
(
USkeletalMesh* SkeletalMesh |
Retrieve the number of LOD contain in the specified skeletal mesh. | SkeletalMeshEditorSubsystem.h |
|
static void GetMorphTargetsGeneratedByEngine
(
USkeletalMesh* TargetMesh, |
Get morph targets marked as generated by engine. | SkeletalMeshEditorSubsystem.h |
|
static void GetSkeletonCurveMetaDataNames
(
const USkeleton* TargetSkeleton, |
Retrieve all curve metadata name from the skeleton. | SkeletalMeshEditorSubsystem.h |
|
static int32 ImportLOD
(
USkeletalMesh* BaseMesh, |
Import or re-import a LOD into the specified base mesh. | SkeletalMeshEditorSubsystem.h |
|
static bool IsPhysicsAssetCompatible
(
USkeletalMesh* TargetMesh, |
Checks whether a physics asset is compatible with the given SkeletalMesh | SkeletalMeshEditorSubsystem.h |
|
static bool RegenerateLOD
(
USkeletalMesh* SkeletalMesh, |
Regenerate LODs of the mesh | SkeletalMeshEditorSubsystem.h |
|
static bool ReimportAllCustomLODs
(
USkeletalMesh* SkeletalMesh |
Re-import the specified skeletal mesh and all the custom LODs. | SkeletalMeshEditorSubsystem.h |
|
static bool RemoveLODs
(
USkeletalMesh* BaseMesh, |
Remove all the specified LODs. | SkeletalMeshEditorSubsystem.h |
|
static bool RenameSocket
(
USkeletalMesh* SkeletalMesh, |
Rename a socket within a skeleton | SkeletalMeshEditorSubsystem.h |
|
static void SetLodBuildSettings
(
USkeletalMesh* SkeletalMesh, |
Set the LOD build options for the specified LOD index. | SkeletalMeshEditorSubsystem.h |
|
static bool SetMorphTargetsToGeneratedByEngine
(
USkeletalMesh* TargetMesh, |
Set morph targets has generated by engine. | SkeletalMeshEditorSubsystem.h |
|
static void SetMorphTargetsToGeneratedByEngineForAllSkeletalMesh
(
const TArray< FString >& OptionalNames, |
Set morph targets has generated by engine for all skeletalmesh in the content. | SkeletalMeshEditorSubsystem.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. | SkeletalMeshEditorSubsystem.h |
|