IMeshMergeUtilities::CreateProxyMesh

Merges list of actors into single proxy mesh

Unreal Engine C++ API Reference > Developer > MeshMergeUtilities > IMeshMergeUtilities > CreateProxyMesh

References

   
Module MeshMergeUtilities
Header /Engine/Source/Developer/MeshMergeUtilities/Public/IMeshMergeUtilities.h
Include #include "IMeshMergeUtilities.h"
void CreateProxyMesh
(
    const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors,
    const struct [FMeshProxySettings](API\Runtime\Engine\Engine\FMeshProxySettings) & InMeshProxySettings,
    [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter,
    const [FString](API\Runtime\Core\Containers\FString) & InProxyBasePackageName,
    const [FGuid](API\Runtime\Core\Misc\FGuid) InGuid,
    const [FCreateProxyDelegate](API\Developer\MeshReductionInterface\FCreateProxyDelegate) & InProxyCreatedDelegate,
    const bool bAllowAsync,
    const float ScreenSize
) const

Remarks

Merges list of actors into single proxy mesh

Parameters

Name Description
Actors List of Actors to merge
InProxySettings Merge settings
InOuter Package for a generated assets, if NULL new packages will be created for each asset
ProxyBasePackageName Will be used for naming generated assets, in case InOuter is not specified ProxyBasePackageName will be used as long package name for creating new packages
OutAssetsToSync Result assets - mesh, material

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