USkeletalMeshEditorSubsystem

[USkeletalMeshEditorSubsystem](API\Editor\SkeletalMeshEditor\USkeletalMeshEditorSubsystem) Subsystem for exposing skeletal mesh functionality to scripts

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Inheritance Hierarchy

References

Module

SkeletalMeshEditor

Header

/Engine/Source/Editor/SkeletalMeshEditor/Public/SkeletalMeshEditorSubsystem.h

Include

#include "SkeletalMeshEditorSubsystem.h"

Syntax

class USkeletalMeshEditorSubsystem : public UEditorSubsystem

Remarks

USkeletalMeshEditorSubsystem Subsystem for exposing skeletal mesh functionality to scripts

Constructors

Functions

Name Description

Public function Static

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

void

 

GetLodBuildSettings

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

Copy the build options with the specified LOD build settings.

Public function Static

int32

 

GetLODCount

(
    USkeletalMesh* SkeletalMesh
)

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

Public function

int32

 

GetLODMaterialSlot

(
    USkeletalMesh* SkeletalMesh,
    int32 LODIndex,
    int32 SectionIndex
)

Gets the material slot used for a specific LOD section.

Public function

int32

 

GetNumSections

(
    USkeletalMesh* SkeletalMesh,
    int32 LODIndex
)

Get number of sections for a LOD of a Skeletal Mesh

Public function

int32

 

GetNumVerts

(
    USkeletalMesh* SkeletalMesh,
    int32 LODIndex
)

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

Public function Static

int32

 

ImportLOD

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

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

Public function Static

bool

 

RegenerateLOD

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

Regenerate LODs of the mesh

Public function Static

bool

 

ReimportAllCustomLODs

(
    USkeletalMesh* SkeletalMesh
)

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

Public function Static

bool

 

RenameSocket

(
    USkeletalMesh* SkeletalMesh,
    FName OldName,
    FName NewName
)

Rename a socket within a skeleton

Public function Static

void

 

SetLodBuildSettings

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

Set the LOD build options for the specified LOD index.