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UE5 runtime static mesh process functions such as delete empty roots and parents, rename object, create objects with name
Code Line:
Function starts from 517
Goal:
Move pivot of runtime imported CAD based static mesh components to center and return them to their original locations.
Issue Description:
When I want to try package my project, UE4 gives me this error.
'GetMeshDescription': is not a member of 'UStaticMesh'
Also it points me irrelevant .h files such as MorphTargets
I added #include "Engine/StaticMesh.h" to my .cpp file but it does not work.
Error:
UATHelper: Packaging (Windows (64-bit)): [1/3] Module.MeshOperations.cpp UATHelper:
Packaging (Windows (64-bit)): D:/Epic/Projects/FROZEN/SDKs/FF_Plugins/Plugins/MeshOperations/Source/MeshOperations/Private/MeshOperationsBPLibrary.cpp(251): error C2039: 'GetMeshDescription': is not a member of 'UStaticMesh'
UATHelper: Packaging (Windows (64-bit)): D:\Epic\Engines\UE_4.27\Engine\Source\Runtime\Engine\Classes\Animation/MorphTarget.h(15): note: see declaration of 'UStaticMesh'
UATHelper: Packaging (Windows (64-bit)): Took 6.9196636s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed.
See log for more details. (C:\Users\erayo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Engines+UE_4.27\UBT-FF_Plugins-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
Code Line:
Function starts from 517
Goal:
Move pivot of runtime imported CAD based static mesh components to center and return them to their original locations.
Issue Description
After StaticMesh->Build(), pivot changes but component's Bound.Origin remains same. Opacity does not work after that.
Assinging tasks other than game thread gives crashes with access violation.
Because RHI and Flush functions from Unreal's itself requires GameThread and engine checks if it is GameThread or not.
If you have a solution, feel free to pull request. We can pay for it.
Plugin requires new offset calculation to retain original transforms. We work on it.
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