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Unreal Engine C++ API Reference > Developer > SkeletalMeshUtilitiesCommon > FStaticToSkeletalMeshConverter > InitializeSkeletonFromStaticMesh
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 InitializeSkeletonFromStaticMesh ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const FVector & InRelativeRootPosition )
Remarks
Creates a skeleton from a static mesh with a single root bone. `true_ if the operation succeeded.
Parameters
Name | Description |
---|---|
InSkeleton | The skeleton to initialize. It has to be freshly created and contain no bones already. |
InStaticMesh | The static mesh whose bounding box will be used as a reference. |
InRelativeRootPosition | The relative root position in a unit cube that gets scaled up to match the bbox of the static mesh. For example, given FVector(0.5, 0.5, 0.0), the root bone location will be placed at the center of the bottom of the static mesh's bbox. |