FLODUtilities

Unreal Engine C++ API Reference > Developer > SkeletalMeshUtilitiesCommon

References

   
Module SkeletalMeshUtilitiesCommon
Header /Engine/Source/Developer/SkeletalMeshUtilitiesCommon/Public/LODUtilities.h
Include #include "LODUtilities.h"

Syntax

class FLODUtilities  

Constructors

No constructors are accessible with public or protected access.

Functions

Type Name Description
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 )  
void RestoreClothingFromBackup ( USkeletalMesh* SkeletalMesh, TArray< ClothingAssetUtils::FClothi... )  
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... )  
void UnbindClothingAndBackup ( USkeletalMesh* SkeletalMesh, TArray< ClothingAssetUtils::FClothi..., const int32 LODIndex )  
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... )  
bool UpdateLODInfoVertexAttributes ( USkeletalMesh* InSkeletalMesh, int32 InSourceLODIndex, int32 InTargetLODIndex, bool bInCopyAttributeValues ) Build the vertex attributes

Classes

Type Name Description
Public struct FSkeletalMeshMatchImportedMaterialsParameters Structure to pass all the needed parameters to do match the material when importing a skeletal mesh LOD.

Deprecated Functions

Type Name Description
bool RestoreSkeletalMeshLODImportedData_DEPRECATED ( USkeletalMesh* SkeletalMesh, int32 LodIndex ) Restore the LOD imported model to the last imported data.
bool UpdateAlternateSkinWeights ( USkeletalMesh* SkeletalMeshDes..., const FName& ProfileNameDest, USkeletalMesh* SkeletalMeshSrc, int32 LODIndexDest, int32 LODIndexSrc, FOverlappingThresholds OverlappingT..., bool ShouldImportNormals, bool ShouldImportTangents, bool bUseMikkTSpace, bool bComputeWeightedNormals ) Please use the new overloads of UpdateAlternateSkinWeights that take an IMeshUtilities::MeshBuildOptions. Note that IMeshUtilities::MeshBuildOptions::bComputeNormals/Tangents has the opposite meaning of ShouldImportNormals/Tangents.
bool UpdateAlternateSkinWeights ( USkeletalMesh* SkeletalMeshDes..., const FName& ProfileNameDest, int32 LODIndexDest, FOverlappingThresholds OverlappingT..., bool ShouldImportNormals, bool ShouldImportTangents, bool bUseMikkTSpace, bool bComputeWeightedNormals ) Please use the new overloads of UpdateAlternateSkinWeights that take an IMeshUtilities::MeshBuildOptions. Note that IMeshUtilities::MeshBuildOptions::bComputeNormals/Tangents has the opposite meaning of ShouldImportNormals/Tangents.
bool UpdateAlternateSkinWeights ( FSkeletalMeshLODModel& LODModelDes..., FSkeletalMeshImportData& ImportDat..., USkeletalMesh* SkeletalMeshDes..., const FReferenceSkeleton& RefSkele..., const FName& ProfileNameDest, int32 LODIndexDest, FOverlappingThresholds OverlappingT..., bool ShouldImportNormals, bool ShouldImportTangents, bool bUseMikkTSpace, bool bComputeWeightedNormals ) Please use the new overloads of UpdateAlternateSkinWeights that take an IMeshUtilities::MeshBuildOptions. Note that IMeshUtilities::MeshBuildOptions::bComputeNormals/Tangents has the opposite meaning of ShouldImportNormals/Tangents.

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