ue4.26 为staticmesh每级lod制定材质球

视频:

materialForEachLod - 知乎 (zhihu.com)

 

 EditorStaticMeshLibarary.h

UFUNCTION(BlueprintCallable, Category = "MY")
		static void recreateSectionInfoMap(UStaticMesh* StaticMesh);
UFUNCTION(BlueprintCallable, Category = "MY")
		static void createUVChannelDataForStaticMeshMaterial(UPARAM(ref)FStaticMaterial& staticMeshMaterial);
EditorStaticMeshLibarary.cpp
void UEditorStaticMeshLibrary::createUVChannelDataForStaticMeshMaterial(UPARAM(ref)FStaticMaterial&staticMeshMaterial)
{
	staticMeshMaterial.UVChannelData= FMeshUVChannelInfo(1.f);
}
void UEditorStaticMeshLibrary::recreateSectionInfoMap_MY(UStaticMesh* StaticMesh) 
{
	const int32 lodCount = StaticMesh->GetNumLODs();
	//重建SectionInfoMap
	{
	//	StaticMesh->GetSectionInfoMap().Clear();
		int32 materialIndex = 0;
		for (int32 LODIdx = 0; LODIdx < lodCount; LODIdx++) {
			int sectionNum=StaticMesh->GetSectionInfoMap().GetSectionNumber(LODIdx);
			for (int i = 0; i < sectionNum; i++) {
				FMeshSectionInfo info = StaticMesh->GetSectionInfoMap().Get(LODIdx,i);//FMeshSectionInfo();
				info.MaterialIndex = materialIndex;
				StaticMesh->GetSectionInfoMap().Set(LODIdx, i, info);
				materialIndex++;
			}
		}
	}
	StaticMesh->PostEditChange();
	StaticMesh->MarkPackageDirty();
}

  注:staticMaterial结构体有三个成员变量MaterialInterface、MaterialSlotName、UVChannelData,但MakeStaticMaterial节点只有MaterialInterface和MaterialSlotName两个输入,我试着如果不初始化UVChannelData,在后续StaticMaterialList设给StaticMaterials时会触发断点,所以另加了一个createUVChannelDataForStaticMeshMaterial函数。

posted on 2024-02-01 02:42  wantnon  阅读(71)  评论(0编辑  收藏  举报

导航