// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "MeshBuilder.h" DECLARE_LOG_CATEGORY_EXTERN(LogSkeletalMeshBuilder, Log, All); class UStaticMesh; class FStaticMeshRenderData; class FStaticMeshLODGroup; class USkeletalMesh; class FSkeletalMeshRenderData; class MESHBUILDER_API FSkeletalMeshBuilder : public FMeshBuilder { public: FSkeletalMeshBuilder(); //No support for static mesh build in this class virtual bool Build(FStaticMeshRenderData& OutRenderData, const struct FStaticMeshBuildParameters& BuildParameters) override { bool No_Support_For_StaticMesh_Build_In_FSkeletalMeshBuilder_Class = false; check(No_Support_For_StaticMesh_Build_In_FSkeletalMeshBuilder_Class); return false; } virtual bool BuildMeshVertexPositions( UStaticMesh* StaticMesh, TArray& Indices, TArray& Vertices, FStaticMeshSectionArray& Sections) override { bool No_Support_For_StaticMesh_Build_In_FSkeletalMeshBuilder_Class = false; check(No_Support_For_StaticMesh_Build_In_FSkeletalMeshBuilder_Class); return false; } virtual bool Build(FSkeletalMeshRenderData& OutRenderData, const struct FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) override; virtual ~FSkeletalMeshBuilder() {} private: };