UEditorSkeletalMeshLibrary

Utility class to altering and analyzing a SkeletalMesh and use the common functionalities of the SkeletalMesh Editor.

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MacOS
Linux

Inheritance Hierarchy

References

Module

EditorScriptingUtilities

Header

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

Include

#include "EditorSkeletalMeshLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UEditorSkeletalMeshLibrary : public UBlueprintFunctionLibrary

Remarks

Utility class to altering and analyzing a SkeletalMesh and use the common functionalities of the SkeletalMesh Editor. The editor should not be in play in editor mode.

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

UPhysicsAsse...

 

CreatePhysicsAsset

(
    USkeletalMesh* SkeletalMesh
)

This function creates a PhysicsAsset for the given SkeletalMesh with the same settings as if it were created through FBX import

Public function Static UFunction BlueprintCallable, Category

void

 

GetLodBuildSettings

(
    const USkeletalMesh* SkeletalM...,
    const int32 LodIndex,
    FSkeletalMeshBuildSettings& OutBui...
)

Copy the build options with the specified LOD build settings.

Public function Static UFunction BlueprintCallable, Category

int32

 

GetLODCount

(
    USkeletalMesh* SkeletalMesh
)

Retrieve the number of LOD contain in the specified skeletal mesh.

Public function Static UFunction BlueprintCallable, Category

int32

 

GetLODMaterialSlot

(
    USkeletalMesh* SkeletalMesh,
    int32 LODIndex,
    int32 SectionIndex
)

Gets the material slot used for a specific LOD section.

Public function Static UFunction BlueprintPure, Category

int32

 

GetNumSections

(
    USkeletalMesh* SkeletalMesh,
    int32 LODIndex
)

Get number of sections for a LOD of a Skeletal Mesh

Public function Static UFunction BlueprintPure, Category

int32

 

GetNumVerts

(
    USkeletalMesh* SkeletalMesh,
    int32 LODIndex
)

Get number of mesh vertices for an LOD of a Skeletal Mesh

Public function Static UFunction BlueprintCallable, Category

int32

 

ImportLOD

(
    USkeletalMesh* BaseMesh,
    const int32 LODIndex,
    const FString& SourceFilename
)

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

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

RegenerateLOD

(
    USkeletalMesh* SkeletalMesh,
    int32 NewLODCount,
    bool bRegenerateEvenIfImported,
    bool bGenerateBaseLOD
)

Regenerate LODs of the mesh

Public function Static UFunction BlueprintCallable, Category

bool

 

ReimportAllCustomLODs

(
    USkeletalMesh* SkeletalMesh
)

Re-import the specified skeletal mesh and all the custom LODs.

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

RemoveLODs

(
    USkeletalMesh* SkeletalMesh,
    TArray< int32 > ToRemoveLODs
)

Remove all the specified LODs.

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

RenameSocket

(
    USkeletalMesh* SkeletalMesh,
    FName OldName,
    FName NewName
)

Rename a socket within a skeleton

Public function Static UFunction BlueprintCallable, Category

void

 

SetLodBuildSettings

(
    USkeletalMesh* SkeletalMesh,
    const int32 LodIndex,
    const FSkeletalMeshBuildSettings& ...
)

Set the LOD build options for the specified LOD index.

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

StripLODGeometry

(
    USkeletalMesh* SkeletalMesh,
    const int32 LODIndex,
    UTexture2D* TextureMask,
    const float Threshold
)

This function will strip all triangle in the specified LOD that don't have any UV area pointing on a black pixel in the TextureMask.

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