// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" class UGeometryCache; namespace UE { namespace Geometry{ class FDynamicMesh3; }; namespace Conversion { struct FGeometryCacheToDynamicMeshOptions { float Time = 0; bool bLooping = false; bool bReversed = false; bool bAllowInterpolation = true; bool bWantTangents = true; }; /** * Converts a Geometry Cache to a DynamicMesh. * * @param GeometryCache The input geometry cache * @param MeshOut The result mesh */ bool MODELINGCOMPONENTS_API GeometryCacheToDynamicMesh(const UGeometryCache& GeometryCache, Geometry::FDynamicMesh3& MeshOut, const FGeometryCacheToDynamicMeshOptions& Options); } // end namespace Geometry } // end namespace UE