Navigation
API > API/Plugins > API/Plugins/GeometryScriptingCore
Although the class name indicates StaticMeshFunctions, that was a naming mistake that is difficult to correct. This class is intended to serve as a generic asset utils function library. The naming issue is only visible at the C++ level. It is not visible in Python or BP.
| Name | UGeometryScriptLibrary_StaticMeshFunctions |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
Syntax
UCLASS (MinimalAPI, Meta=(ScriptName="GeometryScript_AssetUtils"))
class UGeometryScriptLibrary_StaticMeshFunctions : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UGeometryScriptLibrary_StaticMeshFunctions
Variables
Public
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialInterface * ConvertMaterialListToMaterialMap
(
const TArray< UMaterialInterface* >& MaterialList, |
GeometryScript/MeshAssetFunctions.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool CheckStaticMeshHasAvailableLOD
(
UStaticMesh* StaticMeshAsset, |
Check if a Static Mesh Asset has the RequestedLOD available, ie if CopyMeshFromStaticMesh will be able to succeed for the given LODType and LODIndex. | GeometryScript/MeshAssetFunctions.h |
|
static void ConvertMaterialMapToMaterialList
(
const TMap< FName, UMaterialInterface* >& MaterialMap, |
Converts material map to a material list and a slot names list. | GeometryScript/MeshAssetFunctions.h |
|
static UDynamicMesh * CopyMeshToStaticMesh
(
UDynamicMesh* FromDynamicMesh, |
GeometryScript/MeshAssetFunctions.h | ||
static void GetLODMaterialListFromSkeletalMesh
(
USkeletalMesh* FromSkeletalMeshAsset, |
Extracts the Material List and corresponding Material Indices from the specified LOD of the Skeletal Mesh Asset. | GeometryScript/MeshAssetFunctions.h |
|
static void GetMaterialListFromSkeletalMesh
(
const USkeletalMesh* FromSkeletalMeshAsset, |
Get the asset materials from the skeletal mesh asset. | GeometryScript/MeshAssetFunctions.h |
|
static void GetMaterialListFromStaticMesh
(
const UStaticMesh* FromStaticMeshAsset, |
Get the asset materials from the static mesh asset. | GeometryScript/MeshAssetFunctions.h |
|
static int GetNumStaticMeshLODsOfType
(
UStaticMesh* StaticMeshAsset, |
Determine the number of available LODs of the requested LODType in a Static Mesh Asset | GeometryScript/MeshAssetFunctions.h |
|
static void GetSectionMaterialListFromStaticMesh
(
UStaticMesh* FromStaticMeshAsset, |
Extracts the Material List and corresponding Material Indices from the specified LOD of the Static Mesh Asset. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Extracts a Dynamic Mesh from a Static Mesh Asset. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Extracts a Dynamic Mesh from a Static Mesh Asset, using section indices for the material IDs use GetSectionMaterialListFromStaticMesh to get the corresponding materials. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Converts material list and slot names list to material map, which is the format expected by CreateNewSkeletalMeshAssetFromMesh. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Extracts a Dynamic Mesh from a Skeletal Mesh Asset. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Updates a Skeletal Mesh Asset with new geometry and bone weights data from a Dynamic Mesh. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Add a Dynamic Mesh morph target to a Skeletal Mesh Asset. | GeometryScript/MeshAssetFunctions.h |
|
static static UPARAM
(
DisplayName |
Add a Dynamic Mesh skin weight profile to a Skeletal Mesh Asset. | GeometryScript/MeshAssetFunctions.h |
|