Navigation
API > API/Plugins > API/Plugins/InterchangePipelines
Helper struct that processes an array of NodeUids into LODContainers. Template to handle StaticMesh and SkeletalMeshes in one go. Difference between SKM and SM is the Collision and SkeletonUID setting for the LODDataNode.
| Name | FInterchangeMeshLODDataParser |
| Type | struct |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/Pipelines/Public/InterchangeLODDataParser.h |
| Include Path | #include "InterchangeLODDataParser.h" |
Syntax
template<class TMeshFactoryType>
struct FInterchangeMeshLODDataParser
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInterchangeMeshLODDataParser
(
UInterchangeBaseNodeContainer& InBaseNodeContainer, |
InterchangeLODDataParser.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| TLODDataNodeType | std::conditional_t< std::is_same_v< TMeshFactoryType, UInterchangeStaticMeshFactoryNode >, UInterchangeStaticMeshLodDataNode, UInterchangeSkeletalMeshLodDataNode > | InterchangeLODDataParser.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllNodeUids | TArray< FString > | InterchangeLODDataParser.h | ||
| bAlignSkeletalMeshInScene | bool | InterchangeLODDataParser.h | ||
| BaseNodeContainer | UInterchangeBaseNodeContainer & | InterchangeLODDataParser.h | ||
| bBakeMeshes | const bool | InterchangeLODDataParser.h | ||
| bBakePivotMeshes | const bool | InterchangeLODDataParser.h | ||
| bCreatingSkeletalMesh | bool | InterchangeLODDataParser.h | ||
| bUseTimeZeroAsBindPose | bool | InterchangeLODDataParser.h | ||
| ExistingLodSlotMaterialDependenciesPerLODIndices | TMap< int32, TMap< FString, FString > > | InterchangeLODDataParser.h | ||
| GenericMeshPipeline | UInterchangeGenericMeshPipeline * | InterchangeLODDataParser.h | ||
| GlobalOffsetTransform | FTransform | InterchangeLODDataParser.h | ||
| LODIndexToLodDataNodeMap | TMap< int32, TLODDataNodeType * > | InterchangeLODDataParser.h | ||
| MeshFactoryNode | TMeshFactoryType * | InterchangeLODDataParser.h | ||
| MeshFactoryNodeUid | const FString | InterchangeLODDataParser.h | ||
| OriginalToCompactLODIndexMap | TMap< int32, int32 > | InterchangeLODDataParser.h | ||
| PipelineMeshesUtilities | TObjectPtr< UInterchangePipelineMeshesUtilities > | InterchangeLODDataParser.h | ||
| RootJointParentUidAndGlobalInverseMatrix | TOptional< TPair< FString, FMatrix > > | Used for calculating skeletalMesh's relative transform to RootJoineNode's parent (aka Skeleton Transform). | InterchangeLODDataParser.h | |
| SkeletonFactoryNodeUid | const FString | InterchangeLODDataParser.h | ||
| SourceAssetFileName | FString | InterchangeLODDataParser.h | ||
| UniqueMeshUids | TSet< FString > | InterchangeLODDataParser.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSet< FString > GetUniqueMeshUids() |
InterchangeLODDataParser.h | ||
| Note Regarding CollisionMeshUids: -If bImportCollision:=false => we ignore the CollisionMeshUids array -If bImportCollision:=true: If bImportCollisionAccordingToMeshName:=true => we add the CollisionMeshUids as Collisions If bImportCollisionAccordingToMeshName:=false => we add the CollisionMeshUids as RenderMeshes | InterchangeLODDataParser.h |