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API > API/Plugins > API/Plugins/GeometryScriptingEditor
| Name | UGeometryScriptLibrary_CreateNewAssetFunctions |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingEditor/Public/GeometryScript/CreateNewAssetUtilityFunctions.h |
| Include Path | #include "GeometryScript/CreateNewAssetUtilityFunctions.h" |
Syntax
UCLASS (Meta=(ScriptName="GeometryScript_NewAssetUtils"))
class UGeometryScriptLibrary_CreateNewAssetFunctions : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UGeometryScriptLibrary_CreateNewAssetFunctions
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static USkeletalMesh * CreateNewSkeletalMeshAssetFromMesh
(
UDynamicMesh* FromDynamicMesh, |
Create a new SkeletalMesh asset from a DynamicMesh and a Skeleton. | GeometryScript/CreateNewAssetUtilityFunctions.h |
|
static USkeletalMesh * CreateNewSkeletalMeshAssetFromMeshLODs
(
TArray< UDynamicMesh* > FromDynamicMeshLODs, |
Create a new SkeletalMesh asset from a collection of LODs represented by an array of DynamicMeshes and a Skeleton. | GeometryScript/CreateNewAssetUtilityFunctions.h |
|
static UStaticMesh * CreateNewStaticMeshAssetFromMesh
(
UDynamicMesh* FromDynamicMesh, |
Create a new StaticMesh asset from a DynamicMesh. Save the asset at the AssetPathAndName location. | GeometryScript/CreateNewAssetUtilityFunctions.h |
|
static UStaticMesh * CreateNewStaticMeshAssetFromMeshLODs
(
TArray< UDynamicMesh* > FromDynamicMesh, |
Create a new StaticMesh asset from a collection of LODs represented by an array of DynamicMeshes. | GeometryScript/CreateNewAssetUtilityFunctions.h |
|
static UTexture2D * CreateNewTexture2DAsset
(
UTexture2D* FromTexture, |
GeometryScript/CreateNewAssetUtilityFunctions.h |
|
|
static AVolume * CreateNewVolumeFromMesh
(
UDynamicMesh* FromDynamicMesh, |
Create a new Volume from a Dynamic Mesh, in the specified world. | GeometryScript/CreateNewAssetUtilityFunctions.h |
|
static AVolume * CreateNewVolumeFromMesh_WorldContext
(
UObject* WorldContextObject, |
Create a new Volume from a Dynamic Mesh, in the same world as the calling blueprint. | GeometryScript/CreateNewAssetUtilityFunctions.h |
|
static void CreateUniqueNewAssetPathName
(
FString AssetFolderPath, |
GeometryScript/CreateNewAssetUtilityFunctions.h |
|