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Unreal Engine C++ API Reference > Developer > SkeletalMeshUtilitiesCommon
References
Module | SkeletalMeshUtilitiesCommon |
Header | /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/StaticToSkeletalMeshConverter.h |
Include | #include "StaticToSkeletalMeshConverter.h" |
Syntax
struct FStaticToSkeletalMeshConverter
Functions
Type | Name | Description |
---|---|---|
bool | InitializeSkeletalMeshFromMeshDescriptions ( USkeletalMesh* InSkeletalMesh, TArrayView< const FMeshDescription ..., TConstArrayView< FSkeletalMaterial ..., const FReferenceSkeleton& InRefere..., const bool bInRecomputeNormals, const bool bInRecomputeTangents ) | Create a skeletal mesh from a list of mesh description objects and a reference skeleton. |
bool | InitializeSkeletalMeshFromStaticMesh ( USkeletalMesh* InSkeletalMesh, const UStaticMesh* InStaticMes..., const FReferenceSkeleton& InRefere..., const FName InBindBone ) | Initialize a skeletal mesh from the given static mesh and a skeleton. |
bool | InitializeSkeletonFromStaticMesh ( USkeleton* InSkeleton, const UStaticMesh* InStaticMes..., const FVector& InRelativeRootPosit... ) | Creates a skeleton from a static mesh with a single root bone. |
bool | InitializeSkeletonFromStaticMesh ( USkeleton* InSkeleton, const UStaticMesh* InStaticMes..., const FVector& InRelativeRootPosit..., const FVector& InRelativeEndEffect..., const int32 InIntermediaryJointCoun... ) | Creates a skeleton from a static mesh with a bone chain going from root to end effector, where the intermediary bones are distributed evenly along a line between the two. |