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Utility for merging a list of skeletal meshes into a single mesh.
| Name | FSkeletalMeshMerge |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshMerge.h |
| Include Path | #include "SkeletalMeshMerge.h" |
Syntax
class FSkeletalMeshMerge
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS FSkeletalMeshMerge
(
const FSkeletalMeshMerge& |
SkeletalMeshMerge.h | ||
FSkeletalMeshMerge
(
USkeletalMesh* InMergeMesh, |
Constructor Constructor | SkeletalMeshMerge.h | |
FSkeletalMeshMerge
(
USkeletalMesh* InMergeMesh, |
SkeletalMeshMerge.h |
Structs
| Name | Remarks |
|---|---|
| FMergeMeshInfo | Info about source mesh used in merge. |
| FMergeSectionInfo | Keeps track of an existing section that need to be merged with another |
| FNewSectionInfo | Info needed to create a new merged section |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DummySectionUVTransforms | FSkelMeshMergeUVTransformMapping | SkeletalMeshMerge.h | ||
| ForceSectionMapping | const TArray< FSkelMeshMergeSectionMapping > & | Array to map sections from the source meshes to merged section entries | SkeletalMeshMerge.h | |
| MaterialIds | TArray< int32 > | Matches the Materials array in the final mesh - used for creating the right number of Material slots. | SkeletalMeshMerge.h | |
| MergeMesh | USkeletalMesh * | Destination merged mesh | SkeletalMeshMerge.h | |
| MeshBufferAccess | EMeshBufferAccess | Whether or not the resulting mesh needs to be accessed by the CPU (e.g. for particle spawning). | SkeletalMeshMerge.h | |
| NewRefSkeleton | FReferenceSkeleton | New reference skeleton, made from creating union of each part's skeleton. | SkeletalMeshMerge.h | |
| SectionUVTransforms | const FSkelMeshMergeUVTransformMapping * | Optional array to transform UVs in each source mesh | SkeletalMeshMerge.h | |
| SrcMeshInfo | TArray< FMergeMeshInfo > | Array of source mesh info structs. | SkeletalMeshMerge.h | |
| SrcMeshList | TArray< USkeletalMesh * > | Array of source skeletal meshes | SkeletalMeshMerge.h | |
| StripTopLODs | int32 | Number of high LODs to remove from input meshes. | SkeletalMeshMerge.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoMerge
(
TArray< FRefPoseOverride >* RefPoseOverrides |
Merge/Composite skeleton and meshes together from the list of source meshes. | SkeletalMeshMerge.h | |
bool FinalizeMesh () |
Creates the merged mesh from the 'SrcMeshList' (note, this should only be called after MergeSkeleton()). | SkeletalMeshMerge.h | |
void MergeSkeleton
(
const TArray< FRefPoseOverride >* RefPoseOverrides |
Create the 'MergedMesh' reference skeleton from the skeletons in the 'SrcMeshList'. | SkeletalMeshMerge.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BuildReferenceSkeleton
(
const TArray< USkeletalMesh* >& SourceMeshList, |
Builds a new 'RefSkeleton' from the reference skeletons in the 'SourceMeshList'. | SkeletalMeshMerge.h | |
static bool OverrideReferenceBonePose
(
int32 SourceBoneIndex, |
Override the 'TargetSkeleton' bone pose with the pose from from the 'SourceSkeleton'. | SkeletalMeshMerge.h | |
static void OverrideReferenceSkeletonPose
(
const TArray< FRefPoseOverride >& PoseOverrides, |
Overrides the 'TargetSkeleton' bone poses with the bone poses specified in the 'PoseOverrides' array. | SkeletalMeshMerge.h |