FStaticToSkeletalMeshConverter

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.

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library