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A set of options on how to handle the situation where the bone hierarchy on a skeletal geometry does not match the reference skeleton on the skeletal asset being copied to. Does not apply when copying geometry to static meshes.
| Name | EGeometryScriptBoneHierarchyMismatchHandling |
| Type | enum |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
Syntax
enum EGeometryScriptBoneHierarchyMismatchHandling
{
DoNothing = 0,
RemapGeometryToReferenceSkeleton = 1,
CreateNewReferenceSkeleton = 2,
}
Values
| Name | Remarks |
|---|---|
| DoNothing | Do nothing to fix the mismatch. |
| RemapGeometryToReferenceSkeleton | Remap the bone bindings and bone hierarchy on the geometry to match the reference skeleton. |
| CreateNewReferenceSkeleton | Generate a new reference skeleton on the skeletal mesh asset that matches the bone hierarchy of the geometry being copied in. |