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API > API/Runtime > API/Runtime/MeshConversionEngineTypes
Description
Convert rendering buffer data (from FStaticMeshLODResources) to a DynamicMesh3. The output FDynamicMesh3 attribute set will have as many UV channels as found in VertexData, as well as overlay Tangents enabled/copied, and MaterialID set.
| Name | UE::Conversion::RenderBuffersToDynamicMesh |
| Type | function |
| Header File | /Engine/Source/Runtime/MeshConversionEngineTypes/Public/IndexedMeshToDynamicMesh.h |
| Include Path | #include "IndexedMeshToDynamicMesh.h" |
| Source | /Engine/Source/Runtime/MeshConversionEngineTypes/Private/IndexedMeshToDynamicMesh.cpp |
namespace UE
{
namespace Conversion
{
bool UE::Conversion::RenderBuffersToDynamicMesh
(
const FStaticMeshVertexBuffers & VertexData,
const FRawStaticIndexBuffer & IndexData,
const FStaticMeshSectionArray & SectionData,
FDynamicMesh3 & MeshOut,
bool bAttemptToWeldSeams
)
}
}
Parameters
| Name | Remarks |
|---|---|
| bAttemptToWeldSeams | if true, try to weld seam edges together to create a more closed mesh using FMergeCoincidentMeshEdges |