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。

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