void |
AdjustImportDataFaceMaterialIndex ( const TArray< FSkeletalMaterial >&..., TArray< SkeletalMeshImportData::FMa..., TArray< SkeletalMeshImportData::FMe..., int32 LODIndex ) |
Before building skeletalmesh base LOD (LOD index 0) using MeshUtilities.BuildSkeletalMesh, we want to adjust the imported faces material index to point on the correct sk material. |
void |
BuildMorphTargets ( USkeletalMesh* SkeletalMesh, FSkeletalMeshImportData& ImportDat..., int32 LODIndex, bool ShouldImportNormals, bool ShouldImportTangents, bool bUseMikkTSpace, const FOverlappingThresholds& Thre... ) |
Build the morph targets for the specified LOD. |
void |
MatchImportedMaterials ( FSkeletalMeshMatchImportedMaterials... ) |
When any skeletalmesh LOD get imported or re-imported, we want to have common code to set all materials data. |
void |
ProcessImportMeshInfluences ( const int32 WedgeCount, TArray< SkeletalMeshImportData::FRa..., const FString& MeshName ) |
Process and update the vertex Influences using the predefined wedges |
void |
RefreshLODChange ( const USkeletalMesh* SkeletalM... ) |
Refresh LOD Change |
void |
RegenerateAllImportSkinWeightProfileData ( FSkeletalMeshLODModel& LODModelDes..., int32 BoneInfluenceLimit, const ITargetPlatform* TargetP... ) |
Re-generate all (editor-only) skin weight profile, used whenever we rebuild the skeletal mesh data which could change the chunking and bone indices |
void |
RegenerateDependentLODs ( USkeletalMesh* SkeletalMesh, int32 LODIndex, const ITargetPlatform* TargetP... ) |
Regenerate LOD that are dependent of LODIndex |
bool |
RegenerateLOD ( USkeletalMesh* SkeletalMesh, const ITargetPlatform* TargetP..., int32 NewLODCount, bool bRegenerateEvenIfImported, bool bGenerateBaseLOD ) |
Regenerate LODs of the mesh |
void |
RemoveLOD ( FSkeletalMeshUpdateContext& Update..., int32 DesiredLOD ) |
Removes a particular LOD from the SkeletalMesh. |
void |
RemoveLODs ( FSkeletalMeshUpdateContext& Update..., const TArray< int32 >& DesiredLODs ) |
Removes the specified LODs from the SkeletalMesh. |
void |
ReorderMaterialSlotToBaseLod ( USkeletalMesh* SkeletalMesh ) |
Reorder the material slot array to follow the base LOD section order. |
void |
RestoreClothingFromBackup ( USkeletalMesh* SkeletalMesh, TArray< ClothingAssetUtils::FClothi..., const int32 LODIndex ) |
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void |
RestoreClothingFromBackup ( USkeletalMesh* SkeletalMesh, TArray< ClothingAssetUtils::FClothi... ) |
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bool |
SetCustomLOD ( USkeletalMesh* DestinationSkel..., USkeletalMesh* SourceSkeletalM..., const int32 LodIndex, const FString& SourceDataFilename ) |
Add or change the LOD data specified by LodIndex with the content of the sourceSkeletalMesh. |
void |
SimplifySkeletalMeshLOD ( FSkeletalMeshUpdateContext& Update..., int32 DesiredLOD, const ITargetPlatform* TargetP..., bool bRestoreClothing, FThreadSafeBool* OutNeedsPacka... ) |
Simplifies the static mesh based upon various user settings for DesiredLOD. |
bool |
StripLODGeometry ( USkeletalMesh* SkeletalMesh, const int32 LODIndex, UTexture2D* TextureMask, const float Threshold ) |
This function will strip all triangle in the specified LOD that don't have any UV area pointing on a black pixel in the TextureMask. |
void |
UnbindClothingAndBackup ( USkeletalMesh* SkeletalMesh, TArray< ClothingAssetUtils::FClothi... ) |
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void |
UnbindClothingAndBackup ( USkeletalMesh* SkeletalMesh, TArray< ClothingAssetUtils::FClothi..., const int32 LODIndex ) |
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bool |
UpdateAlternateSkinWeights ( USkeletalMesh* SkeletalMeshDes..., const FName& ProfileNameDest, int32 LODIndexDest, const IMeshUtilities::MeshBuildOpti... ) |
This function apply the skinning weights from the saved imported skinning weight data to the destination skeletal mesh. |
bool |
UpdateAlternateSkinWeights ( USkeletalMesh* SkeletalMeshDes..., const FName& ProfileNameDest, USkeletalMesh* SkeletalMeshSrc, int32 LODIndexDest, int32 LODIndexSrc, const IMeshUtilities::MeshBuildOpti... ) |
This function apply the skinning weights from asource skeletal mesh to the destination skeletal mesh. |
bool |
UpdateAlternateSkinWeights ( FSkeletalMeshLODModel& LODModelDes..., FSkeletalMeshImportData& ImportDat..., USkeletalMesh* SkeletalMeshDes..., const FReferenceSkeleton& RefSkele..., const FName& ProfileNameDest, int32 LODIndexDest, const IMeshUtilities::MeshBuildOpti... ) |
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bool |
UpdateLODInfoVertexAttributes ( USkeletalMesh* InSkeletalMesh, int32 InSourceLODIndex, int32 InTargetLODIndex, bool bInCopyAttributeValues ) |
Build the vertex attributes |