# 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