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ue4 modular character
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UObject/NoExportTypes.h"
#include "MeshMergeFunctionLibrary.generated.h"
/**
* Blueprint equivalent of FSkeleMeshMergeSectionMapping
* Info to map all the sections from a single source skeletal mesh to
* a final section entry in the merged skeletal mesh.
*/
USTRUCT(BlueprintType)
struct PROJECTNAME_API FSkelMeshMergeSectionMapping_BP
{
GENERATED_BODY()
/** Indices to final section entries of the merged skeletal mesh */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mesh Merge Params")
TArray<type> SectionIDs;
};
/**
* Used to wrap a set of UV Transforms for one mesh.
*/
USTRUCT(BlueprintType)
struct PROJECTNAME_API FSkelMeshMergeUVTransform
{
GENERATED_BODY()
/** A list of how UVs should be transformed on a given mesh, where index represents a specific UV channel. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mesh Merge Params")
TArray UVTransforms;
};
/**
* Blueprint equivalent of FSkelMeshMergeUVTransforms
* Info to map all the sections about how to transform their UVs
*/
USTRUCT(BlueprintType)
struct PROJECTNAME_API FSkelMeshMergeUVTransformMapping
{
GENERATED_BODY()
/** For each UV channel on each mesh, how the UVS should be transformed. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mesh Merge Params")
TArray UVTransformsPerMesh;
};
/**
* Struct containing all parameters used to perform a Skeletal Mesh merge.
*/
USTRUCT(BlueprintType)
struct PROJECTNAME_API FSkeletalMeshMergeParams
{
GENERATED_BODY()
FSkeletalMeshMergeParams()
{
MeshSectionMappings = TArray();
UVTransformsPerMesh = TArray();
StripTopLODS = 0;
bNeedsCpuAccess = false;
bSkeletonBefore = false;
Skeleton = nullptr;
}
// An optional array to map sections from the source meshes to merged section entries
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray MeshSectionMappings;
// An optional array to transform the UVs in each mesh
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray UVTransformsPerMesh;
// The list of skeletal meshes to merge.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray MeshesToMerge;
// The number of high LODs to remove from input meshes
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 StripTopLODS;
// Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects).
UPROPERTY(EditAnywhere, BlueprintReadWrite)
uint32 bNeedsCpuAccess : 1;
// Update skeleton before merge. Otherwise, update after.
// Skeleton must also be provided.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
uint32 bSkeletonBefore : 1;
// Skeleton that will be used for the merged mesh.
// Leave empty if the generated skeleton is OK.
UPROPERTY(EditAnywhere, BlueprintReadOnly)
class USkeleton* Skeleton;
};
/**
*
*/
UCLASS()
class PROJECTNAME_API UMeshMergeFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/**
* Merges the given meshes into a single mesh.
* @return The merged mesh (will be invalid if the merge failed).
*/
UFUNCTION(BlueprintCallable, Category = "Mesh Merge", meta = (UnsafeDuringActorConstruction = "true"))
static class USkeletalMesh* MergeMeshes(const FSkeletalMeshMergeParams& Params);
};
~~~
Source: docs.unrealengine.com
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