IMeshUtilities

Unreal Engine C++ API Reference > Developer > MeshUtilities

Inheritance Hierarchy

References

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

Syntax

class IMeshUtilities : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)  

Functions

Type Name Description
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 )  
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 )  
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 )  
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 )  
const FStrin... GetVersionString () Returns a string uniquely identifying this version of mesh utilities.
void RecomputeTangentsAndNormalsForRawMesh ( bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildS..., FRawMesh& OutRawMesh )  
void RecomputeTangentsAndNormalsForRawMesh ( bool bRecomputeTangents, bool bRecomputeNormals, const FMeshBuildSettings& InBuildS..., const FOverlappingCorners& InOverl..., FRawMesh& OutRawMesh )  
bool RemoveBonesFromMesh ( USkeletalMesh* SkeletalMesh, int32 LODIndex, const TArray< FName >* BoneNam... ) Remove Bones based on LODInfo setting

Classes

Type Name Description
Public struct MeshBuildOptions Helper structure for skeletal mesh import options

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