Module |
|
Header |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorStaticMeshLibrary.h |
Include |
#include "EditorStaticMeshLibrary.h" |
Source |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorStaticMeshLibrary.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | StaticMesh")
static int32 SetLodFromStaticMesh
(
UStaticMesh * DestinationStaticMesh,
int32 DestinationLodIndex,
UStaticMesh * SourceStaticMesh,
int32 SourceLodIndex,
bool bReuseExistingMaterialSlots
)
Adds or create a LOD at DestinationLodIndex using the geometry from SourceStaticMesh SourceLodIndex
The index of the LOD that was set. It can be different than DestinationLodIndex if it wasn't a valid index. A negative value indicates that the LOD was not set. See log for explanation.
Parameter |
Description |
---|---|
DestinationStaticMesh |
The static mesh to set the LOD in. |
DestinationLodIndex |
The index of the LOD to set. |
SourceStaticMesh |
The static mesh to get the LOD from. |
SourceLodIndex |
The index of the LOD to get. |
bReuseExistingMaterialSlots |
If true, sections from SourceStaticMesh will be remapped to match the material slots of DestinationStaticMesh when they have the same material assigned. If false, all material slots of SourceStaticMesh will be appended in DestinationStaticMesh. |