FStaticToSkeletalMeshConverter::InitializeSkeletonFromStaticMesh

Creates a skeleton from a static mesh with a single root bone.

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.

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