UEditorSkeletalMeshLibrary::ImportLOD

Import or re-import a LOD into the specified base mesh.

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MacOS
Linux

References

Module

EditorScriptingUtilities

Header

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h

Include

#include "EditorSkeletalMeshLibrary.h"

Source

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorSkeletalMeshLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | SkeletalMesh")
static int32 ImportLOD
(
    USkeletalMesh * BaseMesh,
    const int32 LODIndex,
    const FString & SourceFilename
)

Remarks

Import or re-import a LOD into the specified base mesh. If the LOD do not exist it will import it and add it to the base static mesh. If the LOD already exist it will re-import the specified LOD.

Returns

The index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad.

Parameters

Parameter

Description

BaseSkeletalMesh

The static mesh we import or re-import a LOD.

LODIndex

The index of the LOD to import or re-import. Valid value should be between 0 and the base skeletal mesh LOD number. Invalid value will return INDEX_NONE

SourceFilename

The fbx source filename. If we are re-importing an existing LOD, it can be empty in this case it will use the last import file. Otherwise it must be an existing fbx file.

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