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IStaticMeshEditor::GetLastSelectedPrimTransform
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Fetches the transform of the last primitive to be selected True, if there was a prim selected
StaticMeshEditor
bool GetLastSelectedPrimTransform ( FTransform & OutTransform ) const
[]
IStaticMeshEditor::GetNumTriangles
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the number of triangles in the current static mesh or it's forced LOD. The number of triangles for the specified LOD level.
StaticMeshEditor
int32 GetNumTriangles ( int32 LODLevel ) const
[]
IStaticMeshEditor::GetNumUVChannels
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the number of UV channels available. The number of triangles for the specified LOD level.
StaticMeshEditor
int32 GetNumUVChannels ( int32 LODLevel ) const
[]
IStaticMeshEditor::GetNumVertices
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the number of vertices in the current static mesh or it's forced LOD. The number of vertices for the specified LOD level.
StaticMeshEditor
int32 GetNumVertices ( int32 LODLevel ) const
[]
IStaticMeshEditor::GetPrimTransform
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Gets the transform of the specified primitive The transform of the specified primitive
StaticMeshEditor
FTransform GetPrimTransform ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const
[]
IStaticMeshEditor::GetSelectedEdges
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the selected edge set.
StaticMeshEditor
[TSet](API\Runtime\Core\Containers\TSet)< int32 > & GetSelectedEdges()
[]
IStaticMeshEditor::GetSelectedSocket
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the currently selected socket from the Socket Manager.
StaticMeshEditor
[UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * GetSelectedSocket() const
[]
IStaticMeshEditor::GetStaticMesh
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the current static mesh displayed in the Static Mesh Editor.
StaticMeshEditor
[UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh()
[]
IStaticMeshEditor::GetStaticMeshComponent
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Retrieves the static mesh component.
StaticMeshEditor
[UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetStaticMeshComponent() const
[]
IStaticMeshEditor::GetViewMode
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Get the active view mode
StaticMeshEditor
EViewModeIndex GetViewMode() const
[]
IStaticMeshEditor::GetViewportClient
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Get the Static Mesh Editor's the viewport client
StaticMeshEditor
[FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & GetViewportClient()
[]
IStaticMeshEditor::HasSelectedPrims
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Checks to see if any prims are selected
StaticMeshEditor
bool HasSelectedPrims() const
[]
IStaticMeshEditor::IsPrimValid
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Checks to see if the prim data is valid compared with the static mesh
StaticMeshEditor
bool IsPrimValid ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const
[]
IStaticMeshEditor::IsSelectedPrim
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Checks to see if the parsed primitive data is selected True, if the prim is selected
StaticMeshEditor
bool IsSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData ) const
[]
IStaticMeshEditor::OnRegisterTabSpawners
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
StaticMeshEditor
virtual [FRegisterTabSpawnersEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FRegisterTabSpawnersEvent) & OnRegisterTabSpawners()
[]
IStaticMeshEditor::OnStaticMeshEditorDockingExtentionTabs
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
StaticMeshEditor
[IStaticMeshEditor::FStaticMeshEditorDockingExtentionTabsEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FStaticMeshEdito-) TBaseMulticastDelegate_OneParam OnStaticMeshEditorDockingExtentionTabs()
[]
IStaticMeshEditor::OnStaticMeshEditorClosed
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
StaticMeshEditor
virtual [FStaticMeshEditorClosedEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FStaticMeshEditorClosedEvent) & OnStaticMeshEditorClosed()
[]
IStaticMeshEditor::OnUnregisterTabSpawners
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
StaticMeshEditor
virtual [FUnregisterTabSpawnersEvent](API\Editor\StaticMeshEditor\IStaticMeshEditor\FUnregisterTabSpawnersEvent) & OnUnregisterTabSpawners()
[]
IStaticMeshEditor::PasteCopiedPrims
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Paste all the selected primitives from clipboard
StaticMeshEditor
int32 PasteCopiedPrims()
[]
IStaticMeshEditor::RefreshTool
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Refreshes everything in the Static Mesh Editor.
StaticMeshEditor
void RefreshTool()
[]
IStaticMeshEditor::RefreshViewport
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Refreshes the Static Mesh Editor's viewport.
StaticMeshEditor
void RefreshViewport()
[]
IStaticMeshEditor::RegisterOnPostUndo
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Registers a delegate to be called after an Undo operation
StaticMeshEditor
void RegisterOnPostUndo ( const [FOnPostUndo](API\Editor\StaticMeshEditor\IStaticMeshEditor\FOnPostUndo) & Delegate )
[]
IStaticMeshEditor::RegisterOnSelectedLODChanged
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Register callback to be able to be notify when the select LOD is change
StaticMeshEditor
void RegisterOnSelectedLODChanged ( const FOnSelectedLODChanged & Delegate, bool UnregisterOnRefresh )
[]
IStaticMeshEditor::RemoveInvalidPrims
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Removes all invalid primitives from the list
StaticMeshEditor
void RemoveInvalidPrims()
[]
IStaticMeshEditor::RemoveSelectedPrim
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Removes primitive information to the selected prims list
StaticMeshEditor
void RemoveSelectedPrim ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData )
[]
IStaticMeshEditor::RequestRenameSelectedSocket
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Requests to rename selected socket
StaticMeshEditor
void RequestRenameSelectedSocket()
[]
IStaticMeshEditor::RotateSelectedPrims
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Rotates the selected primitives by the specified amount
StaticMeshEditor
void RotateSelectedPrims ( const FRotator & InRot )
[]
IStaticMeshEditor::ScaleSelectedPrims
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Scales the selected primitives by the specified amount
StaticMeshEditor
void ScaleSelectedPrims ( const FVector & InScale )
[]
IStaticMeshEditor::SetCustomData
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Store the custom data using the key. Remark: The custom data memory should be clear when the editor is close by the user, this is not persistent data. Currently we use it to store the state of the editor UI to restore it properly when a refresh happen.
StaticMeshEditor
virtual void SetCustomData ( const int32 Key, const int32 CustomData )
[]
IStaticMeshEditor::SetPrimTransform
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Sets the transform of the specified primitive
StaticMeshEditor
void SetPrimTransform ( const [FPrimData](API\Editor\StaticMeshEditor\IStaticMeshEditor\FPrimData) & InPrimData, const FTransform & InPrimTransform ) const
[]
IStaticMeshEditor::SetSelectedSocket
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Set the currently selected socket in the Socket Manager.
StaticMeshEditor
void SetSelectedSocket ( [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * InSelectedSocket )
[]
IStaticMeshEditor::SetSecondaryToolbarDisplayName
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Set the display name for the secondary toolbar and its associated menu item
StaticMeshEditor
void SetSecondaryToolbarDisplayName ( [FText](API\Runtime\Core\Internationalization\FText) DisplayName )
[]
IStaticMeshEditor::TranslateSelectedPrims
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Translates the selected primitives by the specified amount
StaticMeshEditor
void TranslateSelectedPrims ( const FVector & InDrag )
[]
IStaticMeshEditor::UnregisterOnPostUndo
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Unregisters a delegate to be called after an Undo operation
StaticMeshEditor
void UnregisterOnPostUndo ( [SWidget](API\Runtime\SlateCore\Widgets\SWidget) * Widget )
[]
IStaticMeshEditor::UnRegisterOnSelectedLODChanged
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Unregister callback to free up the ressources
StaticMeshEditor
void UnRegisterOnSelectedLODChanged ( void * Thing )
[]
IStaticMeshEditor
/Engine/Source/Editor/StaticMeshEditor/Public/IStaticMeshEditor.h
Public interface to Static Mesh Editor
StaticMeshEditor
class IStaticMeshEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)
[ { "type": "IStaticMeshEdit...", "name": "OnStaticMeshEditorDockingExtentionTabs", "description": "" } ]
IStaticMeshEditorModule::CreateStaticMeshEditor
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
Creates a new static mesh editor.
StaticMeshEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStaticMeshEditor](API\Editor\StaticMeshEditor\IStaticMeshEditor) > CreateStaticMeshEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor...
[]
FOnRegisterLayoutExtensions
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
StaticMeshEditor
class FOnRegisterLayoutExtensions : public TBaseMulticastDelegate_OneParam< void, FLayoutExtender & >
[]
FStaticMeshEditorOpenedEvent
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
Delegate to be called when a Material Editor is created, for toolbar, tab, and menu extension
StaticMeshEditor
class FStaticMeshEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, TWeakPtr< IStaticMeshEditor > >
[]
IStaticMeshEditorModule::GetAllStaticMeshEditorToolbarExtenders
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
StaticMeshEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshEditorToolbarExtender](API\Editor\StaticMeshEditor\IStaticMeshEditorModule\FStaticMeshEdito-) > & GetAllStaticMeshEditorToolbarExtenders()
[]
IStaticMeshEditorModule::GetSecondaryToolBarExtensibilityManager
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
StaticMeshEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSecondaryToolBarExtensibilityManager()
[]
IStaticMeshEditorModule::OnRegisterLayoutExtensions
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
StaticMeshEditor
[FOnRegisterLayoutExtensions](API\Editor\StaticMeshEditor\IStaticMeshEditorModule\FOnRegisterLayoutExtensions) & OnRegisterLayoutExtensions()
[]
IStaticMeshEditorModule
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
Static mesh editor module interface
StaticMeshEditor
class IStaticMeshEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)
[]
IStaticMeshEditorModule::OnStaticMeshEditorOpened
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
StaticMeshEditor
virtual [FStaticMeshEditorOpenedEvent](API\Editor\StaticMeshEditor\IStaticMeshEditorModule\FStaticMeshEditorOpenedEvent) & OnStaticMeshEditorOpened()
[]
UStaticMeshEditorSubsystem::AddSimpleCollisionsWithNotification
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Add simple collisions to a static mesh. This method replicates what is done when invoking menu entries "Collision > Add [...] Simplified Collision" in the Mesh Editor. An integer indicating the index of the collision newly created. A negative value indicates the addition failed.
StaticMeshEditor
int32 AddSimpleCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const EScriptCollisionShapeType ShapeType, bool bApplyChanges )
[]
UStaticMeshEditorSubsystem::AddSimpleCollisions
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Same as AddSimpleCollisionsWithNotification but changes are automatically applied.
StaticMeshEditor
int32 AddSimpleCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const EScriptCollisionShapeType ShapeType )
[]
FStaticMeshEditorToolbarExtender
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorModule.h
StaticMeshEditor
typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates...
[]
UStaticMeshEditorSubsystem::AddUVChannel
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Adds an empty UV channel at the end of the existing channels on the given LOD of a StaticMesh. true if a UV channel was added.
StaticMeshEditor
bool AddUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )
[]
UStaticMeshEditorSubsystem::BulkSetConvexDecompositionCollisionsWithNotification
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Compute convex collisions for a set of static meshes. Any existing collisions will be removed from the static meshes. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor. A boolean indicating if the addition was successful or not.
StaticMeshEditor
bool BulkSetConvexDecompositionCollisionsWithNotification ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges )
[]
UStaticMeshEditorSubsystem::BulkSetConvexDecompositionCollisions
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied.
StaticMeshEditor
bool BulkSetConvexDecompositionCollisions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & StaticMeshes, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision )
[]
UStaticMeshEditorSubsystem::CreateProxyMeshActor
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Build a proxy mesh actor that can replace a set of mesh actors. Success of the proxy creation
StaticMeshEditor
bool CreateProxyMeshActor ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FCreateProxyMeshActorOptions](API\Editor\StaticMeshEditor\FCreateProxyMeshActorOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime\En...
[]
UStaticMeshEditorSubsystem::EnableSectionCastShadow
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Enables/disables mesh section shadow casting for a specific LOD.
StaticMeshEditor
void EnableSectionCastShadow ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bCastShadow, int32 LODIndex, int32 SectionIndex )
[]
UStaticMeshEditorSubsystem::EnableSectionCollision
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Enables/disables mesh section collision for a specific LOD.
StaticMeshEditor
void EnableSectionCollision ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bCollisionEnabled, int32 LODIndex, int32 SectionIndex )
[]
UStaticMeshEditorSubsystem::GenerateBoxUVChannel
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Generates box UV mapping in the specified UV channel on the given LOD of a StaticMesh. true if the UV mapping was generated.
StaticMeshEditor
bool GenerateBoxUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector & Size )
[]
UStaticMeshEditorSubsystem::GenerateCylindricalUVChannel
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Generates cylindrical UV mapping in the specified UV channel on the given LOD of a StaticMesh. true if the UV mapping was generated.
StaticMeshEditor
bool GenerateCylindricalUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector2D & Tiling )
[]
UStaticMeshEditorSubsystem::GeneratePlanarUVChannel
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Generates planar UV mapping in the specified UV channel on the given LOD of a StaticMesh. true if the UV mapping was generated.
StaticMeshEditor
bool GeneratePlanarUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex, const FVector & Position, const FRotator & Orientation, const FVector2D & Tiling )
[]
UStaticMeshEditorSubsystem::GetCollisionComplexity
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get the Collision Trace behavior of a static mesh the Collision Trace behavior.
StaticMeshEditor
[TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ECollisionTraceFlag > GetCollisionComplexity ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetConvexCollisionCount
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get number of convex collisions present on a static mesh. An integer representing the number of convex collisions on the input static mesh. An negative value indicates that the command could not be executed. See log for explanation.
StaticMeshEditor
int32 GetConvexCollisionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetLodBuildSettings
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Copy the build options with the specified LOD build settings.
StaticMeshEditor
void GetLodBuildSettings ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & OutBuildOptions )
[]
UStaticMeshEditorSubsystem::GetLodCount
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get number of LODs present on a static mesh. the number of LODs present on the input mesh. An negative value indicates that the command could not be executed. See log for explanation.
StaticMeshEditor
int32 GetLodCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetLODGroup
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get the LODGroup for the specified static mesh LODGroup
StaticMeshEditor
[FName](API\Runtime\Core\UObject\FName) GetLODGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetLODMaterialSlot
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Gets the material slot used for a specific LOD section. MaterialSlotIndexIndexof the material slot used by the section or INDEX_NONE in case of error.
StaticMeshEditor
int32 GetLODMaterialSlot ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex )
[]
UStaticMeshEditorSubsystem::GetLodReductionSettings
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Copy the reduction options with the specified LOD reduction settings.
StaticMeshEditor
void GetLodReductionSettings ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & OutReductionOptions )
[]
UStaticMeshEditorSubsystem::GetLodScreenSizes
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get an array of LOD screen sizes for evaluation. array of LOD screen sizes.
StaticMeshEditor
[TArray](API\Runtime\Core\Containers\TArray)< float > GetLodScreenSizes ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetNaniteSettings
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get the Nanite Settings for the meshFMeshNaniteSettingsstruct for the given static mesh
StaticMeshEditor
[FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) GetNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetNumberMaterials
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get number of Materials for a StaticMesh
StaticMeshEditor
int32 GetNumberMaterials ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetNumberVerts
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get number of StaticMesh verts for an LOD
StaticMeshEditor
int32 GetNumberVerts ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )
[]
UStaticMeshEditorSubsystem::GetSimpleCollisionCount
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get number of simple collisions present on a static mesh. An integer representing the number of simple collisions on the input static mesh. An negative value indicates that the command could not be executed. See log for explanation.
StaticMeshEditor
int32 GetSimpleCollisionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::GetNumUVChannels
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Returns the number of UV channels for the given LOD of a StaticMesh. the number of UV channels.
StaticMeshEditor
int32 GetNumUVChannels ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )
[]
UStaticMeshEditorSubsystem::HasInstanceVertexColors
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Check whether a static mesh component has vertex colors
StaticMeshEditor
bool HasInstanceVertexColors ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )
[]
UStaticMeshEditorSubsystem::HasVertexColors
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Check whether a static mesh has vertex colors
StaticMeshEditor
bool HasVertexColors ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::ImportLOD
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
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. the index of the LOD that was imported or re-imported. Will return INDEX_NONE if anything goes bad.
StaticMeshEditor
int32 ImportLOD ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BaseStaticMesh, const int32 LODIndex, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename )
[]
UStaticMeshEditorSubsystem::InsertUVChannel
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Inserts an empty UV channel at the specified channel index on the given LOD of a StaticMesh. true if a UV channel was added.
StaticMeshEditor
bool InsertUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex )
[]
UStaticMeshEditorSubsystem::IsSectionCollisionEnabled
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Checks if a specific LOD mesh section has collision. True if the collision is enabled for the specified LOD of the StaticMesh section.
StaticMeshEditor
bool IsSectionCollisionEnabled ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 SectionIndex )
[]
UStaticMeshEditorSubsystem::JoinStaticMeshActors
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. The ActorsToJoin need to be in the same Level. This will have a low impact on performance but may help the edition by grouping the meshes under a single Actor. The new created actor.
StaticMeshEditor
[AActor](API\Runtime\Engine\GameFramework\AActor) * JoinStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToJoin, const [FJoinStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FJoinStaticMeshActorsOptions) & JoinOpt...
[]
UStaticMeshEditorSubsystem::MergeStaticMeshActors
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Merge the meshes into a unique mesh with the provided StaticMeshActors. There are multiple options on how to merge the meshes and their materials. The ActorsToMerge need to be in the same Level. This may have a high impact on performance depending of the MeshMergingSettings options. if the operation is successful.
StaticMeshEditor
bool MergeStaticMeshActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * > & ActorsToMerge, const [FMergeStaticMeshActorsOptions](API\Editor\StaticMeshEditor\FMergeStaticMeshActorsOptions) & MergeOptions, class [AStaticMeshActor](API\Runtime...
[]
UStaticMeshEditorSubsystem::ReimportAllCustomLODs
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Re-import all the custom LODs present in the specified static mesh. true if re-import all LODs works, false otherwise see log for explanation.
StaticMeshEditor
bool ReimportAllCustomLODs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::RemoveCollisionsWithNotification
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Remove collisions from a static mesh. This method replicates what is done when invoking menu entries "Collision > Remove Collision" in the Mesh Editor. A boolean indicating if the removal was successful or not.
StaticMeshEditor
bool RemoveCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bApplyChanges )
[]
UStaticMeshEditorSubsystem::RemoveCollisions
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Same as RemoveCollisionsWithNotification but changes are applied.
StaticMeshEditor
bool RemoveCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
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UStaticMeshEditorSubsystem::RemoveLods
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Remove LODs on a static mesh except LOD 0. A boolean indicating if the removal was successful, true, or not.
StaticMeshEditor
bool RemoveLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )
[]
UStaticMeshEditorSubsystem::RemoveUVChannel
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Removes the UV channel at the specified channel index on the given LOD of a StaticMesh. true if the UV channel was removed.
StaticMeshEditor
bool RemoveUVChannel ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 UVChannelIndex )
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UStaticMeshEditorSubsystem::ReplaceMeshComponentsMaterialsOnActors
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Find the references of the material MaterialToReplaced on all the MeshComponents of all the Actors provided and replace it by NewMaterial.
StaticMeshEditor
void ReplaceMeshComponentsMaterialsOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\Engine\Materi...
[]
UStaticMeshEditorSubsystem::ReplaceMeshComponentsMaterials
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Find the references of the material MaterialToReplaced on all the MeshComponents provided and replace it by NewMaterial.
StaticMeshEditor
void ReplaceMeshComponentsMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > & MeshComponents, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialToBeReplaced, class [UMaterialInterface](API\Runtime\...
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UStaticMeshEditorSubsystem::ReplaceMeshComponentsMeshes
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Find the references of the mesh MeshToBeReplaced on all the MeshComponents provided and replace it by NewMesh. The editor should not be in play in editor mode.
StaticMeshEditor
void ReplaceMeshComponentsMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & MeshComponents, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStat...
[]
UStaticMeshEditorSubsystem::ReplaceMeshComponentsMeshesOnActors
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Find the references of the mesh MeshToBeReplaced on all the MeshComponents of all the Actors provided and replace it by NewMesh.
StaticMeshEditor
void ReplaceMeshComponentsMeshesOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * MeshToBeReplaced, class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh )
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UStaticMeshEditorSubsystem::SetAllowCPUAccess
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Sets StaticMeshFlag bAllowCPUAccess
StaticMeshEditor
void SetAllowCPUAccess ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bAllowCPUAccess )
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UStaticMeshEditorSubsystem::SetConvexDecompositionCollisionsWithNotification
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Add a convex collision to a static mesh. Any existing collisions will be removed from the static mesh. This method replicates what is done when invoking menu entry "Collision > Auto Convex Collision" in the Mesh Editor. A boolean indicating if the addition was successful or not.
StaticMeshEditor
bool SetConvexDecompositionCollisionsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision, bool bApplyChanges )
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UStaticMeshEditorSubsystem::SetConvexDecompositionCollisions
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Same as SetConvexDecompositionCollisionsWithNotification but changes are automatically applied.
StaticMeshEditor
bool SetConvexDecompositionCollisions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 HullCount, int32 MaxHullVerts, int32 HullPrecision )
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UStaticMeshEditorSubsystem::SetGenerateLightmapUVs
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Set Generate Lightmap UVs for StaticMesh
StaticMeshEditor
bool SetGenerateLightmapUVs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bGenerateLightmapUVs )
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UStaticMeshEditorSubsystem::SetLodBuildSettings
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Set the LOD build options for the specified LOD index.
StaticMeshEditor
void SetLodBuildSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & BuildOptions )
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UStaticMeshEditorSubsystem::SetLodFromStaticMesh
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
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.
StaticMeshEditor
int32 SetLodFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * DestinationStaticMesh, int32 DestinationLodIndex, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceStaticMesh, int32 SourceLodIndex, bool bReuseExistingMaterialSlots )
[]
UStaticMeshEditorSubsystem::SetLODGroup
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Set the LODGroup for the specified static mesh Success
StaticMeshEditor
bool SetLODGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [FName](API\Runtime\Core\UObject\FName) LODGroup, bool bRebuildImmediately )
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UStaticMeshEditorSubsystem::SetLODMaterialSlot
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Sets the material slot for a specific LOD.
StaticMeshEditor
void SetLODMaterialSlot ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 MaterialSlotIndex, int32 LODIndex, int32 SectionIndex )
[]
UStaticMeshEditorSubsystem::SetLodReductionSettings
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Set the LOD reduction for the specified LOD index.
StaticMeshEditor
void SetLodReductionSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LodIndex, const [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & ReductionOptions )
[]
UStaticMeshEditorSubsystem::SetLods
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Same as SetLodsWithNotification but changes are applied.
StaticMeshEditor
int32 SetLods ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions )
[]
UStaticMeshEditorSubsystem::SetLodScreenSizes
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Set LOD screen sizes. A boolean indicating if setting the screen sizes was successful.
StaticMeshEditor
bool SetLodScreenSizes ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< float > & ScreenSizes )
[]
UStaticMeshEditorSubsystem::SetLodsWithNotification
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Remove then add LODs on a static mesh. The static mesh must have at least LOD 0. The LOD 0 of the static mesh is kept after removal. The build settings of LOD 0 will be applied to all subsequent LODs. the number of LODs generated on the input mesh. An negative value indicates that the reduction could not be performed. ...
StaticMeshEditor
int32 SetLodsWithNotification ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshReductionOptions](API\Editor\StaticMeshEditor\FStaticMeshReductionOptions) & ReductionOptions, bool bApplyChanges )
[]
UStaticMeshEditorSubsystem::SetNaniteSettings
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
Get the Nanite Settings for the mesh
StaticMeshEditor
void SetNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) NaniteSettings, bool bApplyChanges )
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UStaticMeshEditorSubsystem::UStaticMeshEditorSubsystem
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
StaticMeshEditor
UStaticMeshEditorSubsystem()
[]
UStaticMeshEditorSubsystem
/Engine/Source/Editor/StaticMeshEditor/Public/StaticMeshEditorSubsystem.h
UStaticMeshEditorSubsystemSubsystem for exposing static mesh functionality to scripts
StaticMeshEditor
class UStaticMeshEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
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