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API > API/Plugins > API/Plugins/GeometryScriptingEditor > API/Plugins/GeometryScriptingEditor/GeometryScript > API/Plugins/GeometryScriptingEditor/GeometryScript/UGeometryScriptL-
References
| Module | GeometryScriptingEditor |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public/GeometryScript/CreateNewAssetUtilityFunctions.h |
| Include | #include "GeometryScript/CreateNewAssetUtilityFunctions.h" |
| Source | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Private/CreateNewAssetUtilityFunctions.cpp |
static USkeletalMesh &42; CreateNewSkeletalMeshAssetFromMeshLODs
&40;
TArray< UDynamicMesh &42; > FromDynamicMeshLODs,
USkeleton &42; InSkeleton,
FString AssetPathAndName,
FGeometryScriptCreateNewSkeletalMeshAssetOptions Options,
EGeometryScriptOutcomePins & Outcome,
UGeometryScriptDebug &42; Debug
&41;
Remarks
Create a new SkeletalMesh asset from a collection of LODs represented by an array of DynamicMeshes and a Skeleton. Save the asset at the AssetPathAndName location.