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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODImporterData.h |
Include | #include "Rendering/SkeletalMeshLODImporterData.h" |
Syntax
class FSkeletalMeshImportData
Remarks
Container and importer for skeletal mesh (FBX file) data
Variables
Type | Name | Description | |
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TArray< FString > | AlternateInfluenceProfileNames | |
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TArray< FSkeletalMeshImportData > | AlternateInfluences | Alternate influence imported(i.e. FBX) data. The name is the alternate skinning profile name. |
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bool | bDiffPose | |
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bool | bHasNormals | |
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bool | bHasTangents | |
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bool | bHasVertexColors | |
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bool | bKeepSectionsSeparate | |
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bool | bUseT0AsRefPose | |
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TArray< SkeletalMeshImportData::FTriangle > | Faces | |
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TArray< SkeletalMeshImportData::FRawBoneInfluence > | Influences | |
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TArray< SkeletalMeshImportData::FMaterial > | Materials | |
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uint32 | MaxMaterialIndex | |
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TArray< SkeletalMeshImportData::FMeshInfo > | MeshInfos | |
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TArray< TSet< uint32 > > | MorphTargetModifiedPoints | |
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TArray< FString > | MorphTargetNames | |
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TArray< FSkeletalMeshImportData > | MorphTargets | Morph targets imported(i.e. FBX) data. The name is the morph target name. |
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uint32 | NumTexCoords | |
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TArray< FVector3f > | Points | |
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TArray< int32 > | PointToRawMap | |
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TArray< SkeletalMeshImportData::FBone > | RefBonesBinary | |
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TArray< FString > | VertexAttributeNames | |
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TArray< SkeletalMeshImportData::FVertexAttribute > | VertexAttributes | |
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TArray< SkeletalMeshImportData::FVertex > | Wedges |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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bool | ApplyRigToGeo
(
FSkeletalMeshImportData& Other |
Fit another rig data on this one. |
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void | Use the faces corner normals to create the face smooth groups data | |
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void | Copy only unnecessary array data from the structure to build the morph target (this will save a lot of memory) | |
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void | CopyLODImportData
(
TArray< FVector3f >& LODPoints, |
Copy mesh data for importing a single LOD |
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FSkeletalMeshImportData | CreateFromMeshDescription
(
const FMeshDescription& InMeshDescription |
MeshDescription always contains color, normal and tangent data by default. |
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void | Empty () |
Removes all import data |
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FString | FixupBoneName
(
FString InBoneName |
Takes an imported bone name, removes any leading or trailing spaces, and converts the remaining spaces to dashes. |
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bool | GetMeshDescription
(
FMeshDescription& OutMeshDescription |
Returns a mesh description from the import data |
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void | Remove all unnecessary array data from the structure (this will save a lot of memory) We only need Points, Influences and RefBonesBinary arrays | |
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bool | ReplaceSkeletalMeshGeometryImportData
(
const USkeletalMesh* SkeletalMesh, |
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bool | ReplaceSkeletalMeshRigImportData
(
const USkeletalMesh* SkeletalMesh, |