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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/UGeometryScriptLibrary_StaticMes-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
|
UPARAM(DisplayName)
Description
Extracts a Dynamic Mesh from a Static Mesh Asset.
Note that the LOD Index in RequestedLOD will be silently clamped to the available number of LODs (SourceModel or RenderData)
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|StaticMesh",
Meta=(DisplayName="Copy Mesh From Static Mesh", ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| bUseSectionMaterials | Whether to use the mesh section indices as material IDs. If true, use GetSectionMaterialListFromStaticMesh to get the corresponding materials. If false, use GetMaterialListFromStaticMesh to get the materials instead. |
UPARAM(DisplayName)
Description
Extracts a Dynamic Mesh from a Static Mesh Asset, using section indices for the material IDs use GetSectionMaterialListFromStaticMesh to get the corresponding materials.
Note that the LOD Index in RequestedLOD will be silently clamped to the available number of LODs (SourceModel or RenderData)
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|StaticMesh",
Meta=(DisplayName="Copy Mesh From Static Mesh with Section Materials", ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Converts material list and slot names list to material map, which is the format expected by CreateNewSkeletalMeshAssetFromMesh. Material List and Material Slot Names should have the same length. However, if there are fewer slot names than materials, slot names will be auto-generated (as '[Name of material][Index]', or 'Material[Index]' for null materials)
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|Materials")
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Extracts a Dynamic Mesh from a Skeletal Mesh Asset.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|SkeletalMesh",
Meta=(ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Updates a Skeletal Mesh Asset with new geometry and bone weights data from a Dynamic Mesh.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|SkeletalMesh",
Meta=(ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Add a Dynamic Mesh morph target to a Skeletal Mesh Asset.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|SkeletalMesh",
Meta=(ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| FromMorphTarget | the dynamic mesh representing the geometry of the morph target |
| ToSkeletalMeshAsset | the asset we are writing the morph target into |
| MorphTargetName | the name of the morph target as it will appear in the UI |
UPARAM(DisplayName)
Description
Add a Dynamic Mesh skin weight profile to a Skeletal Mesh Asset.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshAssetFunctions.h |
| Include Path | #include "GeometryScript/MeshAssetFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|SkeletalMesh",
Meta=(ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| FromDynamicMesh | the dynamic mesh representing the geometry of the morph target |
| ToSkeletalMeshAsset | the asset we are writing the morph target into |
| TargetProfileName | the name of the skin weight profile as it will appear in the UI. Leave blank for the default profile. |
| SourceProfileName | The name of the skin weight profile to copy from the dynamic mesh. Leave blank for the default profile. |