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API > API/Plugins > API/Plugins/ModelingComponentsEditorOnly > API/Plugins/ModelingComponentsEditorOnly/AssetUtils
References
| Module | ModelingComponentsEditorOnly |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponentsEditorOnly/Public/AssetUtils/CreateSkeletalMeshUtil.h |
| Include | #include "AssetUtils/CreateSkeletalMeshUtil.h" |
Syntax
struct FSkeletalMeshAssetOptions
Remarks
Options for new USkeletalMesh asset created by Create() functions below.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< UMaterialInterface * > | AssetMaterials | Optional list of materials to initialize the Asset with. If defined, size must be the same as NumMaterialSlots. | |
| bool | bEnableRecomputeNormals | Controls whether or not the RecomputeNormals option will be enabled on the Asset. | |
| bool | bEnableRecomputeTangents | Controls whether or not the RecomputeTangents option will be enabled on the Asset. | |
| FString | NewAssetPath | ||
| int32 | NumMaterialSlots | Number of Material Slots desired on the Asset. At least one will always be created. | |
| int32 | NumSourceModels | Number of SourceModels (ie LODs) | |
| FReferenceSkeleton * | RefSkeleton | The associated FReferenceSkeleton object. If null, the reference skeleton of the Skeleton object is used instead. | |
| TArray< FSkeletalMaterial > | SkeletalMaterials | List of skeletal materials. These will be used over the AssetMaterials, if provided. | |
| USkeleton * | Skeleton | The associated USkeleton object. | |
| FSkeletalMeshAssetMeshes | SourceMeshes | Optional list of meshes to use to initialize SourceModels. If defined, only one array should be non-empty, and must be the same length as NumSourceModels. | |
| UPackage * | UsePackage | This package will be used if it is not nullptr, otherwise a new package will be created at NewAssetPath. |