// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IMaterialBakingAdapter.h" class USkeletalMeshComponent; class USkeletalMesh; /** Adapter which takes a Skeletal Mesh asset to use for material baking (allows for changes to the asset itself) */ class FSkeletalMeshComponentAdapter : public IMaterialBakingAdapter { public: FSkeletalMeshComponentAdapter(USkeletalMeshComponent* InSkeletalMeshComponent); /** Begin IMaterialBakingAdapter overrides */ virtual int32 GetNumberOfLODs() const override; virtual void RetrieveRawMeshData(int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropogateMeshData) const override; virtual void RetrieveMeshSections(int32 LODIndex, TArray& InOutSectionInfo) const override; virtual int32 GetMaterialIndex(int32 LODIndex, int32 SectionIndex) const override; virtual void ApplySettings(int32 LODIndex, FMeshData& InOutMeshData) const override {} virtual UPackage* GetOuter() const override; virtual FString GetBaseName() const override; virtual FName GetMaterialSlotName(int32 MaterialIndex) const override; virtual FName GetImportedMaterialSlotName(int32 MaterialIndex) const override; virtual void SetMaterial(int32 MaterialIndex, UMaterialInterface* Material) override; virtual void RemapMaterialIndex(int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex) override; virtual int32 AddMaterial(UMaterialInterface* Material) override; virtual int32 AddMaterial(UMaterialInterface* Material, const FName& SlotName, const FName& ImportedSlotName) override; virtual void UpdateUVChannelData() override; virtual bool IsAsset() const override; virtual int32 LightmapUVIndex() const override; virtual FBoxSphereBounds GetBounds() const override; /** End IMaterialBakingAdapter overrides */ protected: USkeletalMeshComponent * SkeletalMeshComponent; USkeletalMesh* SkeletalMesh; int32 NumLODs; };