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Unreal Engine C++ API Reference > Runtime > Engine > Engine > USkeletalMesh
Deprecated * Please do not access this member directly; use the public ImportData API.
Syntax
mutable TObjectPtr< USkeletalMeshEditorData > MeshEditorDataObject
Remarks
This editor data asset is save under the skeletalmesh(skel mesh is the owner), the editor data asset is always loaded. There is only one editor data asset possible per skeletalmesh. The reason we store the editor data in a separate asset is because the size of it can be very big and affect the editor performance. (undo/redo transactions)