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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 InitializeSkeletalMeshFromMeshDescriptions ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * > InMeshDescriptions, TConstArrayView< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > InMaterials, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InReferenceSkeleton, const bool bInRecomputeNormals, const bool bInRecomputeTangents )
Remarks
Create a skeletal mesh from a list of mesh description objects and a reference skeleton. If any mesh description either doesn't contain a skin weight, or any of the skin weights reference a bone that doesn't exist on the reference skeleton, this operation fails.
Parameters
Name | Description |
---|---|
InSkeletalMesh | The skeletal mesh to initialize. It has to be freshly created and be completely empty. |
InMeshDescriptions | The mesh description objects to create each subsequent LOD, starting from LOD0. |
InMaterials | The materials to apply to the skeletal mesh. The conversion will attempt a best effort to ensure that the PolygonGroup::ImportedMaterialSlotName attribute will map to existing import names. |
InReferenceSkeleton | The reference skeleton to use. |
bInRecomputeNormals | Recompute normals when the mesh is generated from the mesh description. |
bInRecomputeTangents | Recompute tangents when the mesh is generated from the mesh description. |