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

#include <StaticMeshLODResourcesToDynamicMesh.h>

Classes

struct  ConversionOptions
 

Static Public Member Functions

static MESHCONVERSIONENGINETYPES_API bool Convert (const FStaticMeshLODResources *StaticMeshResources, const ConversionOptions &Options, FDynamicMesh3 &OutputMesh, bool bHasVertexColors, TFunctionRef< FColor(int32)> GetVertexColorFromLODVertexIndex)
 
static MESHCONVERSIONENGINETYPES_API bool Convert (const FStaticMeshLODResources *StaticMeshResources, const ConversionOptions &Options, FDynamicMesh3 &OutputMesh)
 

Detailed Description

FStaticMeshLODResourcesToDynamicMesh can be used to create a FDynamicMesh3 from a FStaticMeshLODResources, which is the variant of the mesh in a StaticMesh Asset used for rendering (and which is available at runtime). The FStaticMeshLODResources 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.

Member Function Documentation

◆ Convert() [1/2]

bool FStaticMeshLODResourcesToDynamicMesh::Convert ( const FStaticMeshLODResources StaticMeshResources,
const ConversionOptions Options,
FDynamicMesh3 OutputMesh 
)
static

◆ Convert() [2/2]

bool FStaticMeshLODResourcesToDynamicMesh::Convert ( const FStaticMeshLODResources StaticMeshResources,
const ConversionOptions Options,
FDynamicMesh3 OutputMesh,
bool  bHasVertexColors,
TFunctionRef< FColor(int32)>  GetVertexColorFromLODVertexIndex 
)
static

map from DynamicMesh vertex Id to StaticMeshResouce vertex id. NB: due to vertex splitting, multiple DynamicMesh vertex ids may map to the same StaticMeshResource 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: