void |
BuildSkeletalAdjacencyIndexBuffer ( const TArray< struct FSoftSkinVerte..., const uint32 TexCoordCount, const TArray< uint32 >& Indices, TArray< uint32 >& OutPnAenIndices ) |
Build adjacency information for the skeletal mesh used for tessellation. |
bool |
BuildSkeletalMesh ( FSkeletalMeshLODModel& LODModel, const FString& SkeletalMeshName, const FReferenceSkeleton& RefSkele..., const TArray< SkeletalMeshImportDat..., const TArray< SkeletalMeshImportDat..., const TArray< SkeletalMeshImportDat..., const TArray< FVector3f >& Points, const TArray< int32 >& PointToOrig..., const MeshBuildOptions& BuildOptio..., TArray< FText >* OutWarningMes..., TArray< FName >* OutWarningNam... ) |
Create all render specific data for a skeletal mesh LOD model |
bool |
BuildStaticMesh ( FStaticMeshRenderData& OutRenderDa..., UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGrou... ) |
Builds a renderable static mesh using the provided source models and the LOD groups settings. |
void |
BuildStaticMeshVertexAndIndexBuffers ( TArray< FStaticMeshBuildVertex >& ..., TArray< TArray< uint32 > >& OutPer..., TArray< int32 >& OutWedgeMap, const FRawMesh& RawMesh, const FOverlappingCorners& Overlap..., const TMap< uint32, uint32 >& Mate..., float ComparisonThreshold, FVector3f BuildScale, int32 ImportVersion ) |
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void |
CacheOptimizeIndexBuffer ( TArray< uint32 >& Indices ) |
Cache optimize the index buffer. |
void |
CacheOptimizeIndexBuffer ( TArray< uint16 >& Indices ) |
Cache optimize the index buffer. |
void |
CalcBoneVertInfos ( USkeletalMesh* SkeletalMesh, TArray< FBoneVertInfo >& Infos, bool bOnlyDominant ) |
Calculate the verts associated weighted to each bone of the skeleton. |
void |
CalculateMikkTSpaceTangents ( const TArray< FVector3f >& InVerti..., const TArray< uint32 >& InIndices, const TArray< FVector2f >& InUVs, const TArray< FVector3f >& InNorma..., bool bIgnoreDegenerateTriangles, TArray< FVector3f >& OutTangentX, TArray< FVector3f >& OutTangentY ) |
Calculates MikkTSpace Tangents for a given set of vertex data with normals provided |
void |
CalculateNormals ( const TArray< FVector3f >& InVerti..., const TArray< uint32 >& InIndices, const TArray< FVector2f >& InUVs, const TArray< uint32 >& InSmoothin..., const uint32 InTangentOptions, TArray< FVector3f >& OutNormals ) |
Calculates Normals for a given set of vertex data |
void |
CalculateOverlappingCorners ( const TArray< FVector3f >& InVerti..., const TArray< uint32 >& InIndices, bool bIgnoreDegenerateTriangles, FOverlappingCorners& OutOverlappin... ) |
Calculates the overlapping corners for a given set of vertex data |
void |
CalculateTangents ( const TArray< FVector3f >& InVerti..., const TArray< uint32 >& InIndices, const TArray< FVector2f >& InUVs, const TArray< uint32 >& InSmoothin..., const uint32 InTangentOptions, TArray< FVector3f >& OutTangentX, TArray< FVector3f >& OutTangentY, TArray< FVector3f >& OutNormals ) |
Calculates Tangents and Normals for a given set of vertex data |
void |
CalculateTextureCoordinateBoundsForSkeletalMesh ( const FSkeletalMeshLODModel& LODMo..., TArray< FBox2D >& OutBounds ) |
Calculates UV coordinates bounds for the given Skeletal Mesh |
void |
CalculateTriangleTangent ( const FSoftSkinVertex& VertexA, const FSoftSkinVertex& VertexB, const FSoftSkinVertex& VertexC, TArray< FVector3f >& OutTangents, float CompareThreshold ) |
Calculate The tangent, bi normal and normal for the triangle define by the tree SoftSkinVertex. |
UStaticMesh ... |
ConvertMeshesToStaticMesh ( const TArray< UMeshComponent* ..., const FTransform& InRootTransform, const FString& InPackageName ) |
Convert a set of mesh components in their current pose to a static mesh. |
void |
CreateImportDataFromLODModel ( USkeletalMesh* SkeletalMesh ) |
This function create the import data using the LODModel. |
void |
FindOverlappingCorners ( FOverlappingCorners& OutOverlappin..., const TArray< FVector3f >& InVerti..., const TArray< uint32 >& InIndices, float ComparisonThreshold ) |
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void |
FixupMaterialSlotNames ( USkeletalMesh* SkeletalMesh ) |
Used to make sure all imported material slot name are unique and non empty. |
void |
FixupMaterialSlotNames ( UStaticMesh* StaticMesh ) |
Used to make sure all imported material slot name are unique and non empty. |
bool |
GenerateCardRepresentationData ( FString MeshName, const FSourceMeshDataForDerivedData..., const FStaticMeshLODResources& LOD..., FQueuedThreadPool& ThreadPool, const TArray< FSignedDistanceFieldB..., const FBoxSphereBounds& Bounds, const FDistanceFieldVolumeData*..., int32 MaxLumenMeshCards, bool bGenerateAsIfTwoSided, FCardRepresentationData& OutData ) |
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void |
GenerateRuntimeSkinWeightData ( const FSkeletalMeshLODModel* I..., const TArray< FRawSkinWeight >& In..., bool bInUseHighPrecisionWeights, FRuntimeSkinWeightProfileData& InO... ) |
Used to generate runtime skin weight data from Editor-only data |
void |
GenerateSignedDistanceFieldVolumeData ( FString MeshName, const FSourceMeshDataForDerivedData..., const FStaticMeshLODResources& LOD..., FQueuedThreadPool& ThreadPool, const TArray< FSignedDistanceFieldB..., const FBoxSphereBounds& Bounds, float DistanceFieldResolutionScale, bool bGenerateAsIfTwoSided, FDistanceFieldVolumeData& OutData ) |
Builds a signed distance field volume for the given LODModel. |
bool |
GenerateStaticMeshLODs ( UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGrou... ) |
Builds a static mesh using the provided source models and the LOD groups settings, and replaces the RawMeshes with the reduced meshes. |
bool |
GenerateUniqueUVsForSkeletalMesh ( const FSkeletalMeshLODModel& LODMo..., int32 TextureResolution, TArray< FVector2f >& OutTexCoords ) |
Calculates (new) non-overlapping UV coordinates for the given Skeletal Mesh |
bool |
GenerateUniqueUVsForStaticMesh ( const FRawMesh& RawMesh, int32 TextureResolution, TArray< FVector2f >& OutTexCoords ) |
Calculates (new) non-overlapping UV coordinates for the given Raw Mesh |
bool |
GenerateUniqueUVsForStaticMesh ( const FRawMesh& RawMesh, int32 TextureResolution, bool bMergeIdenticalMaterials, TArray< FVector2f >& OutTexCoords ) |
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const FStrin... |
GetVersionString () |
Returns a string uniquely identifying this version of mesh utilities. |
void |
RecomputeTangentsAndNormalsForRawMesh ( bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildS..., FRawMesh& OutRawMesh ) |
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void |
RecomputeTangentsAndNormalsForRawMesh ( bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildS..., const FOverlappingCorners& InOverl..., FRawMesh& OutRawMesh ) |
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bool |
RemoveBonesFromMesh ( USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray< FName >* BoneNam... ) |
Remove Bones based on LODInfo setting |