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Unreal Engine C++ API Reference > Developer > MeshUtilities > IMeshUtilities
References
Module | MeshUtilities |
Header | /Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h |
Include | #include "MeshUtilities.h" |
bool BuildSkeletalMesh ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & LODModel, const [FString](API\Runtime\Core\Containers\FString) & SkeletalMeshName, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FVertInfluence](API\Runtime\Engine\Rendering\FVertInfluence) > & Influences, const [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FMeshWedge](API\Runtime\Engine\Rendering\FMeshWedge) > & Wedges, const [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FMeshFace](API\Runtime\Engine\Rendering\FMeshFace) > & Faces, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Points, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & PointToOriginalMap, const [MeshBuildOptions](API\Developer\MeshUtilities\IMeshUtilities\MeshBuildOptions) & BuildOptions, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > * OutWarningMessages, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * OutWarningNames )
Remarks
Create all render specific data for a skeletal mesh LOD model true if the mesh was built successfully.