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API > API/Editor > API/Editor/SkeletalMeshEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- USkeletalMeshEditorSubsystem
References
| Module | SkeletalMeshEditor |
| Header | /Engine/Source/Editor/SkeletalMeshEditor/Public/SkeletalMeshEditorSubsystem.h |
| Include | #include "SkeletalMeshEditorSubsystem.h" |
Syntax
class USkeletalMeshEditorSubsystem : public UEditorSubsystem
Remarks
USkeletalMeshEditorSubsystem Subsystem for exposing skeletal mesh functionality to scripts
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| 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 | |
| void | GetLodBuildSettings
(
const USkeletalMesh* SkeletalMesh, |
Copy the build options with the specified LOD build settings. | |
| int32 | GetLODCount
(
USkeletalMesh* SkeletalMesh |
Retrieve the number of LOD contain in the specified skeletal mesh. | |
| int32 | GetLODMaterialSlot
(
USkeletalMesh* SkeletalMesh, |
Gets the material slot used for a specific LOD section. | |
| int32 | GetNumSections
(
USkeletalMesh* SkeletalMesh, |
Get number of sections for a LOD of a Skeletal Mesh | |
| int32 | GetNumVerts
(
USkeletalMesh* SkeletalMesh, |
Get number of mesh vertices for an LOD of a Skeletal Mesh | |
| bool | GetSectionCastShadow
(
const USkeletalMesh* SkeletalMesh, |
Get bCastShadow from a section of a LOD of a Skeletal Mesh | |
| bool | GetSectionRecomputeTangent
(
const USkeletalMesh* SkeletalMesh, |
Get bRecomputeTangent from a section of a LOD of a Skeletal Mesh | |
| bool | GetSectionRecomputeTangentsVertexMaskChannel
(
const USkeletalMesh* SkeletalMesh, |
Get RecomputeTangentsVertexMaskChannel from a section of a LOD of a Skeletal Mesh | |
| bool | GetSectionVisibleInRayTracing
(
const USkeletalMesh* SkeletalMesh, |
Get bVisibleInRayTracing from a section of a LOD of a Skeletal Mesh | |
| int32 | ImportLOD
(
USkeletalMesh* BaseMesh, |
Import or re-import a LOD into the specified base mesh. | |
| bool | RegenerateLOD
(
USkeletalMesh* SkeletalMesh, |
Regenerate LODs of the mesh | |
| bool | ReimportAllCustomLODs
(
USkeletalMesh* SkeletalMesh |
Re-import the specified skeletal mesh and all the custom LODs. | |
| bool | RenameSocket
(
USkeletalMesh* SkeletalMesh, |
Rename a socket within a skeleton | |
| void | SetLodBuildSettings
(
USkeletalMesh* SkeletalMesh, |
Set the LOD build options for the specified LOD index. | |
| bool | SetSectionCastShadow
(
USkeletalMesh* SkeletalMesh, |
Set bCastShadow for a section of a LOD of a Skeletal Mesh. | |
| bool | SetSectionRecomputeTangent
(
USkeletalMesh* SkeletalMesh, |
Set bRecomputeTangent for a section of a LOD of a Skeletal Mesh. | |
| bool | SetSectionRecomputeTangentsVertexMaskChannel
(
USkeletalMesh* SkeletalMesh, |
Set RecomputeTangentsVertexMaskChannel for a section of a LOD of a Skeletal Mesh. | |
| bool | SetSectionVisibleInRayTracing
(
USkeletalMesh* SkeletalMesh, |
Set bVisibleInRayTracing for a section of a LOD of a Skeletal Mesh. |