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uint32: 1 |
bNeedsCpuAccess |
Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects). |
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uint32: 1 |
bSkeletonBefore |
Update skeleton before merge. Otherwise, update after. Skeleton must also be provided. |
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TArray< TObjectPtr< USkeletalMesh > > |
MeshesToMerge |
The list of skeletal meshes to merge. |
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TArray< FSkelMeshMergeSectionMapping > |
MeshSectionMappings |
An optional array to map sections from the source meshes to merged section entries. |
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TObjectPtr< USkeleton > |
Skeleton |
Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK. |
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int32 |
StripTopLODS |
The number of high LODs to remove from input meshes. |
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TArray< FSkelMeshMergeMeshUVTransforms > |
UVTransformsPerMesh |
An optional array to transform the UVs in each mesh. |