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FSkeletalMeshLODRenderDataToDynamicMesh can be used to create a FDynamicMesh3 from a FSkeletalMeshLODRenderData, which is the variant of the mesh in a SkeletalMesh Asset used for rendering (and which is available at runtime). The FSkeletalMeshLODRenderData has vertices duplicated at any split UV/normal/tangent/color, ie in the overlays there will be a unique overlay element for each base mesh vertex.
TODO: The code mainly follows the logic of the StaticMeshLODResourcesToDynamicMesh.h with the addition of the skinning weights and bones. Both should be refactored to use ToDynamicMesh interface instead.
| Name | FSkeletalMeshLODRenderDataToDynamicMesh |
| Type | class |
| Header File | /Engine/Source/Runtime/MeshConversionEngineTypes/Public/SkeletalMeshLODRenderDataToDynamicMesh.h |
| Include Path | #include "SkeletalMeshLODRenderDataToDynamicMesh.h" |
Syntax
class FSkeletalMeshLODRenderDataToDynamicMesh
Structs
| Name | Remarks |
|---|---|
| ConversionOptions | TODO: more options? |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool Convert
(
const FSkeletalMeshLODRenderData* SkeletalMeshResources, |
SkeletalMeshLODRenderDataToDynamicMesh.h | ||
static bool Convert
(
const FSkeletalMeshLODRenderData* SkeletalMeshResources, |
SkeletalMeshLODRenderDataToDynamicMesh.h |