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