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Unreal Engine C++ API Reference > Developer > SkeletalMeshUtilitiesCommon > FStaticToSkeletalMeshConverter
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 InitializeSkeletalMeshFromStaticMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InReferenceSkeleton, const [FName](API\Runtime\Core\UObject\FName) InBindBone )
Remarks
Initialize a skeletal mesh from the given static mesh and a skeleton. The mesh will initially be created with a rigid binding on the root bone.
Parameters
Name | Description |
---|---|
InSkeletalMesh | The skeletal mesh to initialize. It has to be freshly created and be completely empty. |
InStaticMesh | The static mesh to convert from. |
InReferenceSkeleton | The reference skeleton to use. |
InBindBone | The bone to bind to. If no bone name is given, the binding defaults to the root bone. |