# class USimplygonBPFunctionLibrary

Simplygon Blueprint Function library that exposes essential methods for automating content pipeline through python scripting.

# Members (public)

Type Member Description
int UClass No description available.

# Methods (public)

Method Description
AddActorsToStandinActor Adds a list of static mesh actors to standin actor.
AddActorToStandinActor Adds a static mesh actor to standin actor.
AddSimplygonUserData Adds Simplygon user data to static mesh actor.
AssignRecipeToAsset Assign given LODRecipe to given static/skeletal mesh actor
BuildAllLODRecipes Build all LODRecipes
BuildLODRecipe Build LODRecipe for given static/skeletal mesh.
BuildLODRecipesOnlyForSkeletalMeshes Build given list of LODRecipes. Only for skeletal mesh actors.
BuildLODRecipesOnlyForStaticMeshes Build given list of LODRecipes. Only for static mesh actors.
BuildStandinMeshes Builds meshes for all standin actors
CreateStandinActorFromActors Create standin actor from a given list of static mesh actors.
execAddActorsToStandinActor No description available.
execAddActorToStandinActor No description available.
execAddSimplygonUserData No description available.
execAssignRecipeToAsset No description available.
execBuildAllLODRecipes No description available.
execBuildLODRecipe No description available.
execBuildLODRecipesOnlyForSkeletalMeshes No description available.
execBuildLODRecipesOnlyForStaticMeshes No description available.
execBuildStandinMeshes No description available.
execCreateStandinActorFromActors No description available.
execIsClippingGeometry No description available.
execIsOccludingGeometry No description available.
execRemoveActorFromStandinActor No description available.
execRemoveActorsFromStandinActor No description available.
execRemoveSimplygonUserData No description available.
IsClippingGeometry Check if clipping geometry tag is associated with static mesh actor.
IsOccludingGeometry Check if occluding geometry tag is associated with static mesh actor.
RemoveActorFromStandinActor Remove given static mesh actor from a standin actor.
RemoveActorsFromStandinActor Remove given list of static mesh actros from standin actor.
@oaram InStandin standin actor
RemoveSimplygonUserData Removes Simplygon user data from actor.

# AddActorsToStandinActor

# Syntax

void AddActorsToStandinActor(AStandInMeshActor *, const TArray<AActor *> &);

# Parameters

Type Name Description
AStandInMeshActor InStandin The stand in actor.
TArray<AActor > InActors list of static mesh actors to add.

Return Type: void

# AddActorToStandinActor

# Syntax

void AddActorToStandinActor(AStandInMeshActor *, AActor *);

# Parameters

Type Name Description
AStandInMeshActor InStandin the standin actor.
AActor InActor static mesh actor to add.

Return Type: void

# AddSimplygonUserData

# Syntax

void AddSimplygonUserData(AActor *, ESimplygonMetaTagType);

# Parameters

Type Name Description
AActor InActor static mesh actor to assign user data to.
ESimplygonMetaTagType InMetaTag meta tag to assign to static mesh actor.

Return Type: void

# AssignRecipeToAsset

# Syntax

void AssignRecipeToAsset(class ULODRecipe *, UObject *);

# Parameters

Type Name Description
ULODRecipe InRecipe LODRecipes to assign.
UObject InAsset static/skeletal mesh asset.

Return Type: void

# BuildAllLODRecipes

# Syntax

void BuildAllLODRecipes();

# Parameters

BuildAllLODRecipes takes no parameters.
Return Type: void

# BuildLODRecipe

# Syntax

void BuildLODRecipe(TSoftObjectPtr<UObject>);

# Parameters

Type Name Description
TSoftObjectPtr<UObject> Mesh static/skeletal mesh actor.

Return Type: void

# BuildLODRecipesOnlyForSkeletalMeshes

# Syntax

void BuildLODRecipesOnlyForSkeletalMeshes(const TArray<class ULODRecipe *> &);

# Parameters

Type Name Description
TArray< ULODRecipe > LODRecipes list of LODRecipes to build.

Return Type: void

# BuildLODRecipesOnlyForStaticMeshes

# Syntax

void BuildLODRecipesOnlyForStaticMeshes(const TArray<class ULODRecipe *> &);

# Parameters

Type Name Description
TArray< ULODRecipe > LODRecipes list of LODRecipes to build.

Return Type: void

# BuildStandinMeshes

# Syntax

bool BuildStandinMeshes();

# Parameters

BuildStandinMeshes takes no parameters.
Return Type: bool

# CreateStandinActorFromActors

# Syntax

AStandInMeshActor * CreateStandinActorFromActors(const TArray<AActor *> &);

# Parameters

Type Name Description
TArray<AActor > InActors list of static mesh actors.

Return Type: AStandInMeshActor

# execAddActorsToStandinActor

# Syntax

void execAddActorsToStandinActor(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execAddActorToStandinActor

# Syntax

void execAddActorToStandinActor(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execAddSimplygonUserData

# Syntax

void execAddSimplygonUserData(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execAssignRecipeToAsset

# Syntax

void execAssignRecipeToAsset(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execBuildAllLODRecipes

# Syntax

void execBuildAllLODRecipes(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execBuildLODRecipe

# Syntax

void execBuildLODRecipe(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execBuildLODRecipesOnlyForSkeletalMeshes

# Syntax

void execBuildLODRecipesOnlyForSkeletalMeshes(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execBuildLODRecipesOnlyForStaticMeshes

# Syntax

void execBuildLODRecipesOnlyForStaticMeshes(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execBuildStandinMeshes

# Syntax

void execBuildStandinMeshes(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execCreateStandinActorFromActors

# Syntax

void execCreateStandinActorFromActors(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execIsClippingGeometry

# Syntax

void execIsClippingGeometry(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execIsOccludingGeometry

# Syntax

void execIsOccludingGeometry(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execRemoveActorFromStandinActor

# Syntax

void execRemoveActorFromStandinActor(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execRemoveActorsFromStandinActor

# Syntax

void execRemoveActorsFromStandinActor(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# execRemoveSimplygonUserData

# Syntax

void execRemoveSimplygonUserData(UObject *, FFrame &, void *const);

# Parameters

Type Name Description
UObject Context
FFrame Stack
void Z_Param__Result

Return Type: void

# IsClippingGeometry

# Syntax

bool IsClippingGeometry(AActor *);

# Parameters

Type Name Description
AActor InActor static mesh actor to look for the tag.

Return Type: bool

# IsOccludingGeometry

# Syntax

bool IsOccludingGeometry(AActor *);

# Parameters

Type Name Description
AActor InActor static mesh actor to look for the tag.

Return Type: bool

# RemoveActorFromStandinActor

# Syntax

void RemoveActorFromStandinActor(AActor *);

# Parameters

Type Name Description
AActor InActor The stand in actor.

Return Type: void

# RemoveActorsFromStandinActor

# Syntax

void RemoveActorsFromStandinActor(AStandInMeshActor *, const TArray<AActor *> &);

# Parameters

Type Name Description
AStandInMeshActor InStandin
TArray<AActor > InActors list of static mesh actors.

Return Type: void

# RemoveSimplygonUserData

# Syntax

void RemoveSimplygonUserData(AActor *);

# Parameters

Type Name Description
AActor InActor static mesh actor to remove user data from.

Return Type: void