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API > API/Plugins > API/Plugins/GeometryScriptingEditor > API/Plugins/GeometryScriptingEditor/UGeometryScriptL-
Description
Create a new SkeletalMesh asset from a DynamicMesh and a Skeleton. Save the asset at the AssetPathAndName location.
| Name | CreateNewSkeletalMeshAssetFromMesh |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingEditor/Public/GeometryScript/CreateNewAssetUtilityFunctions.h |
| Include Path | #include "GeometryScript/CreateNewAssetUtilityFunctions.h" |
| Source | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingEditor/Private/CreateNewAssetUtilityFunctions.cpp |
UFUNCTION (BlueprintCallable, Category="GeometryScript|AssetManagement",
Meta=(HidePin="Debug", ExpandEnumAsExecs="Outcome"))
static USkeletalMesh * CreateNewSkeletalMeshAssetFromMesh
(
UDynamicMesh * FromDynamicMesh,
USkeleton * InSkeleton,
FString AssetPathAndName,
FGeometryScriptCreateNewSkeletalMeshAssetOptions Options,
EGeometryScriptOutcomePins & Outcome,
UGeometryScriptDebug * Debug
)