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UE::AssetUtils::GetStaticMeshLODMaterialListBySection() now returns the slot name for each Material BP function GetSectionMaterialListFromStaticMesh() now returns slot names. Fixed issue in this function where LODIndex was clamped to Render LODs, not SourceModel LODs. This function now also works for RenderData LODs. In CopyMeshToStaticMesh, for RenderData LODs, the MaterialID is set to the MaterialIndex referenced by each mesh section. So in this case in GetSectionMaterialListFromStaticMesh, the Asset Material List is returned directly. This is not really a "per Section Material List' as the function name implies, however it allows this function to provide comparable behavior between SourceModel and RenderData LODs. Add new BP function RemapToNewMaterialIDsByMaterial() which figures out MaterialID remapping based on original and new Material lists (assuming MaterialID indexes into original Material list) Add BP functions GetNumStaticMeshLODsOfType() and CheckStaticMeshHasAvailableLOD(), these utilities are useful for dealing w/ multi-LOD assets #rb jimmy.andrews [CL 29052212 by ryan schmidt in ue5-main branch]