IMeshUtilities::BuildSkeletalMesh

Create all render specific data for a skeletal mesh LOD model

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.


Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library