FStaticToSkeletalMeshConverter::InitializeSkeletalMeshFromStaticMesh

Initialize a skeletal mesh from the given static mesh and a skeleton.

Unreal Engine C++ API Reference > Developer > SkeletalMeshUtilitiesCommon > FStaticToSkeletalMeshConverter

References

   
Module SkeletalMeshUtilitiesCommon
Header /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/StaticToSkeletalMeshConverter.h
Include #include "StaticToSkeletalMeshConverter.h"
Source /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Private/StaticToSkeletalMeshConverter.cpp
static bool InitializeSkeletalMeshFromStaticMesh
(
    [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh,
    const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh,
    const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InReferenceSkeleton,
    const [FName](API\Runtime\Core\UObject\FName) InBindBone
)

Remarks

Initialize a skeletal mesh from the given static mesh and a skeleton. The mesh will initially be created with a rigid binding on the root bone.

Parameters

Name Description
InSkeletalMesh The skeletal mesh to initialize. It has to be freshly created and be completely empty.
InStaticMesh The static mesh to convert from.
InReferenceSkeleton The reference skeleton to use.
InBindBone The bone to bind to. If no bone name is given, the binding defaults to the root bone.

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