UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::FSkeletalMeshLODRenderDataToDynamicMesh Class Reference

#include <SkeletalMeshLODRenderDataToDynamicMesh.h>

Classes

struct  ConversionOptions
 

Static Public Member Functions

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)
 

Detailed Description

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.

Member Function Documentation

◆ Convert() [1/2]

bool FSkeletalMeshLODRenderDataToDynamicMesh::Convert ( const FSkeletalMeshLODRenderData SkeletalMeshResources,
const FReferenceSkeleton RefSkeleton,
const ConversionOptions Options,
FDynamicMesh3 OutputMesh 
)
static

◆ Convert() [2/2]

bool FSkeletalMeshLODRenderDataToDynamicMesh::Convert ( const FSkeletalMeshLODRenderData SkeletalMeshResources,
const FReferenceSkeleton RefSkeleton,
const ConversionOptions Options,
FDynamicMesh3 OutputMesh,
bool  bHasVertexColors,
TFunctionRef< FColor(int32)>  GetVertexColorFromLODVertexIndex 
)
static

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 )


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