// Copyright Epic Games, Inc. All Rights Reserved. #include "MeshBuilder.h" #include "CoreMinimal.h" #include "CoreTypes.h" FMeshBuilder::FMeshBuilder() { } // // DEPRECATED METHODS & DEPENDENCIES // #include "Engine/StaticMesh.h" #include "Engine/SkeletalMesh.h" bool FMeshBuilder::Build( FStaticMeshRenderData& OutRenderData, UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup, bool bAllowNanite) { return Build(OutRenderData, FStaticMeshBuildParameters(StaticMesh, nullptr, LODGroup)); } bool FMeshBuilder::Build(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) { FSkeletalMeshRenderData* RenderData = SkeletalMeshBuildParameters.SkeletalMesh->GetResourceForRendering(); return Build(*RenderData, SkeletalMeshBuildParameters); }