FSkeletalMeshComponentAdapter

Adapter which takes a Skeletal Mesh asset to use for material baking (allows for changes to the asset itself)

Unreal Engine C++ API Reference > Developer > MeshMergeUtilities

Inheritance Hierarchy

References

   
Module MeshMergeUtilities
Header /Engine/Source/Developer/MeshMergeUtilities/Public/SkeletalMeshAdapter.h
Include #include "SkeletalMeshAdapter.h"

Syntax

class FSkeletalMeshComponentAdapter : public [IMaterialBakingAdapter](API\Developer\MeshMergeUtilities\IMaterialBakingAdapter)  

Remarks

Adapter which takes a Skeletal Mesh asset to use for material baking (allows for changes to the asset itself)

Variables

Type Name Description
int32 NumLODs  
USkeletalMesh &... SkeletalMesh  
USkeletalMeshCo... SkeletalMeshComponent End IMaterialBakingAdapter overrides

Constructors

Type Name Description
  FSkeletalMeshComponentAdapter ( USkeletalMeshComponent* InSkel... )  

Overridden from IMaterialBakingAdapter

Type Name Description
int32 AddMaterial ( UMaterialInterface* Material, const FName& SlotName, const FName& ImportedSlotName ) Adds a new material to the underlying asset/data and specify the slot names
int32 AddMaterial ( UMaterialInterface* Material ) Adds a new material to the underlying asset/data
void ApplySettings ( int32 LODIndex, FMeshData& InOutMeshData ) Ability to apply custom settings to the FMeshData structure
FString GetBaseName () Returns base name to use for newly created assets
FBoxSphereBo... GetBounds () Returns bounds of underlying data
FName GetImportedMaterialSlotName ( int32 MaterialIndex ) Returns the importer material slot name for the given index
int32 GetMaterialIndex ( int32 LODIndex, int32 SectionIndex ) Returns the material index for the given lod and section index
FName GetMaterialSlotName ( int32 MaterialIndex ) Returns the material slot name for the given index
int32 GetNumberOfLODs () Begin IMaterialBakingAdapter overrides
UPackage ... GetOuter () Returns outer package to use when creating new assets
bool IsAsset () Returns whether or not the underlying data is an UAsset
int32 LightmapUVIndex () Returns lightmap UV index used by mesh data
void RemapMaterialIndex ( int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex ) Remaps the material index for the given lod and section index to the specified new one
void RetrieveMeshSections ( int32 LODIndex, TArray< FSectionInfo >& InOutSecti... ) Retrieves all mesh sections from underlying data
void RetrieveRawMeshData ( int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropagateMeshData ) Retrieves model data in FMeshDescription form
void SetMaterial ( int32 MaterialIndex, UMaterialInterface* Material ) Sets material index to specified material value
void UpdateUVChannelData () Update UV channel data on object the adapter represents

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library