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API > API/Plugins > API/Plugins/NaniteAssemblyEditorUtils
| Name | UNaniteAssemblySkeletalMeshBuilder |
| Type | class |
| Header File | /Engine/Plugins/Experimental/NaniteAssemblyEditorUtils/Source/NaniteAssemblyEditorUtils/Public/NaniteAssemblySkeletalMeshBuilder.h |
| Include Path | #include "NaniteAssemblySkeletalMeshBuilder.h" |
Syntax
UCLASS (BlueprintType)
class UNaniteAssemblySkeletalMeshBuilder : public UNaniteAssemblyBuilder
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNaniteAssemblyBuilder → UNaniteAssemblySkeletalMeshBuilder
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNaniteAssemblySkeletalMeshBuilder
(
const FObjectInitializer& Initializer |
NaniteAssemblySkeletalMeshBuilder.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TargetMesh | TObjectPtr< USkeletalMesh > | NaniteAssemblySkeletalMeshBuilder.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddAssemblyPart
(
const USkeletalMesh* PartMesh, |
Adds an instance of the specified mesh to the assembly with the specified binding | NaniteAssemblySkeletalMeshBuilder.h |
|
bool AddAssemblyParts
(
const USkeletalMesh* PartMesh, |
NaniteAssemblySkeletalMeshBuilder.h | ||
bool AddAssemblyParts
(
const USkeletalMesh* PartMesh, |
Adds instances of the specified mesh to the assembly with the specified bindings | NaniteAssemblySkeletalMeshBuilder.h |
|
bool AddBoneInfluenceByName
(
UPARAM(ref) FNaniteAssemblySkeletalMeshPartBinding& Binding, |
Attempts to add a bone influence to a skeletal mesh binding based on the bone's name. | NaniteAssemblySkeletalMeshBuilder.h |
|
bool BeginAssemblyBuild
(
USkeletalMesh* InTargetMesh |
NaniteAssemblySkeletalMeshBuilder.h | ||
bool CreateBindingByBoneName
(
FNaniteAssemblySkeletalMeshPartBinding& OutBinding, |
Attempts to create a new skeletal mesh part binding from the specified bone's name. | NaniteAssemblySkeletalMeshBuilder.h |
|
bool CreateBindingBySocketName
(
FNaniteAssemblySkeletalMeshPartBinding& OutBinding, |
Attempts to create a new skeletal mesh part binding from a socket's name. | NaniteAssemblySkeletalMeshBuilder.h |
|
bool FinishAssemblyBuild
(
USkeletalMesh*& OutSkeletalMesh |
Finalizes the assembly build and returns the finished assembly mesh. | NaniteAssemblySkeletalMeshBuilder.h |
|
Overridden from UNaniteAssemblyBuilder
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * GetTargetMeshObject() |
Retrieves the target object of the current assembly build | NaniteAssemblySkeletalMeshBuilder.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UNaniteAssemblySkeletalMeshBuilder * BeginEditSkeletalMeshAssemblyBuild
(
USkeletalMesh* BaseMesh |
Creates a Nanite Assembly Skeletal Mesh builder to add assembly parts to the specified Skeletal Mesh, or overwrite its assembly parts if it is an existing Nanite Assembly mesh. | NaniteAssemblySkeletalMeshBuilder.h |
|
static UNaniteAssemblySkeletalMeshBuilder * BeginNewSkeletalMeshAssemblyBuild
(
const FNaniteAssemblyCreateNewParameters& Parameters, |
Creates a Nanite Assembly Skeletal Mesh builder to generate a new Skeletal Mesh asset. | NaniteAssemblySkeletalMeshBuilder.h |
|