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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SkeletalMeshLODRenderDataToDynamicMesh.h>
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| struct | ConversionOptions |
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| static MESHCONVERSIONENGINETYPES_API bool | Convert (const FSkeletalMeshLODRenderData *SkeletalMeshResources, const FReferenceSkeleton &RefSkeleton, const ConversionOptions &Options, FDynamicMesh3 &OutputMesh, bool bHasVertexColors, TFunctionRef< FColor(int32)> GetVertexColorFromLODVertexIndex) |
| static MESHCONVERSIONENGINETYPES_API bool | Convert (const FSkeletalMeshLODRenderData *SkeletalMeshResources, const FReferenceSkeleton &RefSkeleton, const ConversionOptions &Options, FDynamicMesh3 &OutputMesh) |
FSkeletalMeshLODRenderDataToDynamicMesh can be used to create a FDynamicMesh3 from a FSkeletalMeshLODRenderData, which is the variant of the mesh in a SkeletalMesh Asset used for rendering (and which is available at runtime). The FSkeletalMeshLODRenderData has vertices duplicated at any split UV/normal/tangent/color, ie in the overlays there will be a unique overlay element for each base mesh vertex.
TODO: The code mainly follows the logic of the StaticMeshLODResourcesToDynamicMesh.h with the addition of the skinning weights and bones. Both should be refactored to use ToDynamicMesh interface instead.
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map from DynamicMesh vertex Id to FSkeletalMeshLODRenderData vertex id. NB: due to vertex splitting, multiple DynamicMesh vertex ids may map to the same FSkeletalMeshLODRenderData vertex id. ( a vertex split is a result of reconciling non-manifold MeshDescription vertex )