FSkeletalMeshImportData

Container and importer for skeletal mesh (FBX file) data

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODImporterData.h

Include

#include "Rendering/SkeletalMeshLODImporterData.h"

Syntax

class FSkeletalMeshImportData

Remarks

Container and importer for skeletal mesh (FBX file) data

Variables

Name Description

Public variable

TArray< FString...

 

AlternateInfluenceProfileNames

Public variable

TArray< FSkelet...

 

AlternateInfluences

Alternate influence imported(i.e. FBX) data. The name is the alternate skinning profile name.

Public variable

bool

 

bDiffPose

Public variable

bool

 

bHasNormals

Public variable

bool

 

bHasTangents

Public variable

bool

 

bHasVertexColors

Public variable

bool

 

bUseT0AsRefPose

Public variable

TArray< Skeleta...

 

Faces

Public variable

TArray< Skeleta...

 

Influences

Public variable

TArray< Skeleta...

 

Materials

Public variable

uint32

 

MaxMaterialIndex

Public variable

TArray< TSet< u...

 

MorphTargetModifiedPoints

Public variable

TArray< FString...

 

MorphTargetNames

Public variable

TArray< FSkelet...

 

MorphTargets

Morph targets imported(i.e. FBX) data. The name is the morph target name.

Public variable

uint32

 

NumTexCoords

Public variable

TArray< FVector...

 

Points

Public variable

TArray< int32 >

 

PointToRawMap

Public variable

TArray< Skeleta...

 

RefBonesBinary

Public variable

TArray< Skeleta...

 

Wedges

Constructors

Name Description

Public function

FSkeletalMeshImportData()

Functions

Name Description

Public function

bool

 

ApplyRigToGeo

(
    FSkeletalMeshImportData& Other
)

Fit another rig data on this one.

Public function Const

void

 

CopyDataNeedByMorphTargetImport

(
    FSkeletalMeshImportData& Other
)

Copy only unnecessary array data from the structure to build the morph target (this will save a lot of memory)

Public function Const

void

 

CopyLODImportData

(
    TArray< FVector >& LODPoints,
    TArray< SkeletalMeshImportData::FMe...,
    TArray< SkeletalMeshImportData::FMe...,
    TArray< SkeletalMeshImportData::FVe...,
    TArray< int32 >& LODPointToRawMap
)

Copy mesh data for importing a single LOD

Public function

void

 

Empty()

Removes all import data

Public function Static

FString

 

FixupBoneName

(
    FString InBoneName
)

Takes an imported bone name, removes any leading or trailing spaces, and converts the remaining spaces to dashes.

Public function

void

 

KeepAlternateSkinningBuildDataOnly()

Remove all unnecessary array data from the structure (this will save a lot of memory) We only need Points, Influences and RefBonesBinary arrays

Public function Static

bool

 

ReplaceSkeletalMeshGeometryImportData

(
    const USkeletalMesh* SkeletalM...,
    FSkeletalMeshImportData* Impor...,
    int32 LodIndex
)

Public function Static

bool

 

ReplaceSkeletalMeshRigImportData

(
    const USkeletalMesh* SkeletalM...,
    FSkeletalMeshImportData* Impor...,
    int32 LodIndex
)

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