FStaticMeshAdapter

Adapter which takes a Static Mesh asset to use for material baking (allows for changes to the asset itself)

Windows
MacOS
Linux

Inheritance Hierarchy

IMaterialBakingAdapter

FStaticMeshAdapter

References

Module

MeshMergeUtilities

Header

/Engine/Source/Developer/MeshMergeUtilities/Public/StaticMeshAdapter.h

Include

#include "StaticMeshAdapter.h"

Syntax

class FStaticMeshAdapter : public IMaterialBakingAdapter

Remarks

Adapter which takes a Static Mesh asset to use for material baking (allows for changes to the asset itself)

Variables

Name Description

Protected variable

int32

 

NumLODs

Protected variable

UStaticMesh ...

 

StaticMesh

End IMaterialBakingAdapter overrides

Constructors

Name Description

Public function

FStaticMeshAdapter

(
    UStaticMesh* InStaticMesh
)

Overridden from IMaterialBakingAdapter

Name Description

Public function Virtual

int32

 

AddMaterial

(
    UMaterialInterface* Material
)

Adds a new material to the underlying asset/data

Public function Virtual Const

void

 

ApplySettings

(
    int32 LODIndex,
    FMeshData& InOutMeshData
)

Ability to aplly custom settings to the FMeshData structure

Public function Virtual Const

FString

 

GetBaseName()

Returns base name to use for newly created assets

Public function Virtual Const

FBoxSphereBo...

 

GetBounds()

Returns bounds of underlying data

Public function Virtual Const

int32

 

GetMaterialIndex

(
    int32 LODIndex,
    int32 SectionIndex
)

Returns the material index for the given lod and section index

Public function Virtual Const

int32

 

GetNumberOfLODs()

Begin IMaterialBakingAdapter overrides

Public function Virtual Const

UPackage ...

 

GetOuter()

Returns outer package to use when creating new assets

Public function Virtual Const

bool

 

IsAsset()

Returns whether or not the underlying data is an UAsset

Public function Virtual Const

int32

 

LightmapUVIndex()

Returns lightmap UV index used by mesh data

Public function Virtual

void

 

RemapMaterialIndex

(
    int32 LODIndex,
    int32 SectionIndex,
    int32 NewMaterialIndex
)

Remaps the material index for the given lod and section index to the specified new one

Public function Virtual Const

void

 

RetrieveMeshSections

(
    int32 LODIndex,
    TArray< FSectionInfo >& InOutSecti...
)

Retrieves all mesh sections from underlying data

Public function Virtual Const

void

 

RetrieveRawMeshData

(
    int32 LODIndex,
    FMeshDescription& InOutRawMesh,
    bool bPropagateMeshData
)

Retrieves model data in FMeshDescription form

Public function Virtual

void

 

SetMaterial

(
    int32 MaterialIndex,
    UMaterialInterface* Material
)

Sets material index to specified material value

Public function Virtual

void

 

UpdateUVChannelData()

Update UV channel data on object the adapter represents

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss