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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SkeletalMeshLODModelToDynamicMesh.h>
Public Member Functions | |
| MESHCONVERSIONENGINETYPES_API void | Convert (const FSkeletalMeshLODModel *MeshIn, FDynamicMesh3 &MeshOut, bool bCopyTangents=false) |
Public Attributes | |
| bool | bPrintDebugMessages = false |
| bool | bEnableOutputGroups = true |
| bool | bCalculateMaps = true |
| bool | bDisableAttributes = false |
| TArray< int32 > | TriIDMap |
| TArray< int32 > | VertIDMap |
Convert FSkeletalMeshLODModel to FDynamicMesh3
| void FSkeletalMeshLODModelToDynamicMesh::Convert | ( | const FSkeletalMeshLODModel * | MeshIn, |
| FDynamicMesh3 & | MeshOut, | ||
| bool | bCopyTangents = false |
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| ) |
Default conversion of MeshDescription to DynamicMesh
| bCopyTangents | - if bDisableAttributes is false, this requests the tangent plane vectors (tangent and bitangent) be stored as overlays in the MeshOut DynamicAttributeSet, provided they exist on the MeshIn |
Should we calculate conversion index maps
Ignore all mesh attributes (e.g. UV/Normal layers, material groups)
Should we initialize triangle groups on output mesh
If true, will print some possibly-helpful debugging spew to output log
map from DynamicMesh triangle ID to FSkeletalMeshLODModel TriIdx