UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSkeletalMeshLODModelToDynamicMesh Class Reference

#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< int32TriIDMap
 
TArray< int32VertIDMap
 

Detailed Description

Convert FSkeletalMeshLODModel to FDynamicMesh3

Member Function Documentation

◆ Convert()

void FSkeletalMeshLODModelToDynamicMesh::Convert ( const FSkeletalMeshLODModel MeshIn,
FDynamicMesh3 MeshOut,
bool  bCopyTangents = false 
)

Default conversion of MeshDescription to DynamicMesh

Parameters
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

Member Data Documentation

◆ bCalculateMaps

bool FSkeletalMeshLODModelToDynamicMesh::bCalculateMaps = true

Should we calculate conversion index maps

◆ bDisableAttributes

bool FSkeletalMeshLODModelToDynamicMesh::bDisableAttributes = false

Ignore all mesh attributes (e.g. UV/Normal layers, material groups)

◆ bEnableOutputGroups

bool FSkeletalMeshLODModelToDynamicMesh::bEnableOutputGroups = true

Should we initialize triangle groups on output mesh

◆ bPrintDebugMessages

bool FSkeletalMeshLODModelToDynamicMesh::bPrintDebugMessages = false

If true, will print some possibly-helpful debugging spew to output log

◆ TriIDMap

TArray<int32> FSkeletalMeshLODModelToDynamicMesh::TriIDMap

map from DynamicMesh triangle ID to FSkeletalMeshLODModel TriIdx

◆ VertIDMap

TArray<int32> FSkeletalMeshLODModelToDynamicMesh::VertIDMap

map from DynamicMesh vertex Id to FSkeletalMeshLODModel FVertexID. NB: due to vertex splitting, multiple DynamicMesh vertex ids may map to the same FSkeletalMeshLODModel FVertexID. ( a vertex split is a result of reconciling non-manifold FSkeletalMeshLODModel vertex )


The documentation for this class was generated from the following files: