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API > API/Plugins > API/Plugins/SkeletalMerging
Struct containing all parameters used to perform a Skeletal Mesh merge.
| Name | FSkeletalMeshMergeParams |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/SkeletalMerging/Source/SkeletalMerging/Public/SkeletalMergingLibrary.h |
| Include Path | #include "SkeletalMergingLibrary.h" |
Syntax
USTRUCT (BlueprintType )
struct FSkeletalMeshMergeParams
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshMergeParams() |
SkeletalMergingLibrary.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bNeedsCpuAccess | uint32 | Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects). | SkeletalMergingLibrary.h |
|
| bSkeletonBefore | uint32 | Update skeleton before merge. Otherwise, update after. Skeleton must also be provided. | SkeletalMergingLibrary.h |
|
| MeshesToMerge | TArray< TObjectPtr< USkeletalMesh > > | The list of skeletal meshes to merge. | SkeletalMergingLibrary.h |
|
| MeshSectionMappings | TArray< FSkelMeshMergeSectionMapping > | An optional array to map sections from the source meshes to merged section entries. | SkeletalMergingLibrary.h |
|
| Skeleton | TObjectPtr< USkeleton > | Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK. | SkeletalMergingLibrary.h |
|
| StripTopLODS | int32 | The number of high LODs to remove from input meshes. | SkeletalMergingLibrary.h |
|
| UVTransformsPerMesh | TArray< FSkelMeshMergeMeshUVTransforms > | An optional array to transform the UVs in each mesh. | SkeletalMergingLibrary.h |
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