Create procedural mesh from animated skeletal mesh?

Is there a way to do this in C++?

I’ve found a couple of things that explain something similar but can’t quite work it out.

Basically I want to have a procedural mesh that is an exact copy of the skeletal mesh, including animations and morphs, and have it updating at runtime.

It should also have collision.

I don’t mind if this will be expensive, it will only be used for one or 2 meshes.

This should help, however it doesn’t work with morph targets.

void CopySkeletalMeshToProcedural(USkeletalMeshComponent* SkeletalMeshComponent, int32 LODIndex, UProceduralMeshComponent* ProcMeshComponent)
{

	FSkeletalMeshRenderData* SkMeshRenderData = SkeletalMeshComponent->GetSkeletalMeshRenderData();
	const FSkeletalMeshLODRenderData& DataArray = SkMeshRenderData->LODRenderData[LODIndex];
    FSkinWeightVertexBuffer& SkinWeights = *SkeletalMeshComponent->GetSkinWeightBuffer(LODIndex);

	TArray<FVector> VerticesArray;
	TArray<FVector> Normals;
	TArray<FVector2D> UV;
	TArray<int32> Tris;
	TArray<FColor> Colors;
	TArray<FProcMeshTangent> Tangents;

	
	//get num vertices
	int32 NumSourceVertices = DataArray.RenderSections[0].NumVertices;

	for (int32 i = 0; i < NumSourceVertices; i++)
	{
		//get skinned vector positions
		FVector SkinnedVectorPos = USkeletalMeshComponent::GetSkinnedVertexPosition(SkeletalMeshComponent, i, DataArray, SkinWeights);
		VerticesArray.Add(SkinnedVectorPos);

		//Calc normals and tangents from the static version instead of the skeletal one
		FVector ZTangentStatic = DataArray.StaticVertexBuffers.StaticMeshVertexBuffer.VertexTangentZ(i);
		FVector XTangentStatic = DataArray.StaticVertexBuffers.StaticMeshVertexBuffer.VertexTangentX(i);

		//add normals from the static mesh version instead because using the skeletal one doesn't work right.
		Normals.Add(ZTangentStatic);

		//add tangents
		Tangents.Add(FProcMeshTangent(XTangentStatic, false));

		//get UVs
		FVector2D uvs = DataArray.StaticVertexBuffers.StaticMeshVertexBuffer.GetVertexUV(i, 0);
		UV.Add(uvs);

		//dummy vertex colors
		Colors.Add(FColor(0, 0, 0, 255));
	}


	//get index buffer
	FMultiSizeIndexContainerData indicesData;
	DataArray.MultiSizeIndexContainer.GetIndexBuffer(indicesData.Indices);

	//iterate over num indices and add traingles
	for (int32 i = 0; i < indicesData.Indices.Num(); i++)
	{
		uint32 a = 0;
		a = indicesData.Indices[i];
		Tris.Add(a);
	}

	//Create the procedural mesh
	ProcMeshComponent->CreateMeshSection(0, VerticesArray, Tris, Normals, UV, Colors, Tangents, true);
}
2 Likes

Hi, tofmedPOST:
thank you so much for your greatest work done here, but there is a little problem in your code: error C2065: ‘SkinWeights’: undeclared identifier, how can I get the value of the SkinWeights variable?

Oh, I figure it out now:
add FSkinWeightVertexBuffer* SkinWeights = SkeletalMeshComponent->GetSkinWeightBuffer(LODIndex); before line 21 and it works fine. thanks a lot for your amazing work!

Oops, looks like i forgot a line - I’ve updated my answer, so you shouldn’t be seeing errors now :slight_smile:

This is cool! How would I go about implementing this code? I’m not very keen on C++ just yet. Would I make a Blueprint Function Library ? What would I include ? Thanks!

I would also like to know how this is implemented in blueprints, please

Works like a charm, thank you very much for sharing your knowledge!

Hello!
Thanks for the excellent solution; it helped me a lot!

A small addition: if the mesh has multiple render sections, this code will copy only the first one. It is easily solved by adding a loop and iterating through all DataArray.RenderSections.
And then offset the vertex indexes by DataArray.RenderSections[SectionCount].BaseVertexIndex.

But I have a different but related question: does anybody know how to pick only the vertexes, which have weights associated with some particular bone?
I try to create a dynamic dismemberment system, which would work on with “solid” skeletal meshes without any pre-cutting.
It already works, but it is not very efficient because each time, I have to copy a lot of “unused” vertices and slice them afterwards, but I don’t like this.
FSkinWeightVertexBuffer’s method GetBoneIndex(VertexIndex, InfluenceIndex) seems to be the solution. However, due to a lack of documentation, I am not sure that I use it properly (e.g. I still do not completely get what InfluenceIndex is).
Any ideas?

3 Likes

Hello dear anonymous user:) It’s great that you help people so much! You write “This should help, however it doesn’t work with morph targets.” I want to ask you if it’s possible to make it work with morph targets? Or should I not try?

I had some problems with a skeletal mesh that contain multiple RenderSections and also different vector types in UE5 (i guess?)
here’s updated example code that accounts for multiple render section and properly copies all render sections

To make different section with different materials to work properly you also need to fill in “triangles” array properly accounting for each section BaseIndex and keeping in mind that index buffer array is multiple of 3 respective to “triangle index” of a section

Here is updated code that work for me.

void CopySkeletalMeshToProcedural(USkeletalMeshComponent* SkeletalMeshComponent, int32 LODIndex, UProceduralMeshComponent* ProcMeshComponent)
{
	FSkeletalMeshRenderData* SkMeshRenderData = SkeletalMeshComponent->GetSkeletalMeshRenderData();
	const FSkeletalMeshLODRenderData& DataArray = SkMeshRenderData->LODRenderData[LODIndex];
	FSkinWeightVertexBuffer& SkinWeights = *SkeletalMeshComponent->GetSkinWeightBuffer(LODIndex);

	TArray<FVector> VerticesArray;
	TArray<FVector> Normals;
	TArray<FVector2D> UV;
	TArray<FColor> Colors;
	TArray<FProcMeshTangent> Tangents;

	for (int32 j = 0; j < DataArray.RenderSections.Num(); j++)
	{
		//get num vertices and offset 
		const int32 NumSourceVertices = DataArray.RenderSections[j].NumVertices;
		const int32 BaseVertexIndex = DataArray.RenderSections[j].BaseVertexIndex;
		
		for (int32 i = 0; i < NumSourceVertices; i++)
		{
			const int32 VertexIndex = i + BaseVertexIndex;

			//get skinned vector positions
			const FVector3f SkinnedVectorPos = USkeletalMeshComponent::GetSkinnedVertexPosition(
				SkeletalMeshComponent, VertexIndex, DataArray, SkinWeights);
			VerticesArray.Add(fromFVector3f(SkinnedVectorPos));

			//Calc normals and tangents from the static version instead of the skeletal one
			const FVector3f ZTangentStatic = DataArray.StaticVertexBuffers.StaticMeshVertexBuffer.VertexTangentZ(
				VertexIndex);
			const FVector3f XTangentStatic = DataArray.StaticVertexBuffers.StaticMeshVertexBuffer.VertexTangentX(
				VertexIndex);

			//add normals from the static mesh version instead because using the skeletal one doesnt work right.
			Normals.Add(fromFVector3f(ZTangentStatic));

			//add tangents
			Tangents.Add(FProcMeshTangent(fromFVector3f(XTangentStatic), false));

			//get UVs
			const FVector2f SourceUVs = DataArray.StaticVertexBuffers.StaticMeshVertexBuffer.
			                                      GetVertexUV(VertexIndex, 0);
			FVector2d ResUVs;
			ResUVs.X = SourceUVs.X;
			ResUVs.Y = SourceUVs.Y;
			UV.Add(ResUVs);

			//dummy vertex colors
			Colors.Add(FColor(0.0, 0.0, 0.0, 255));
		}
	}

	//get index buffer
	FMultiSizeIndexContainerData IndicesData;
	DataArray.MultiSizeIndexContainer.GetIndexBuffer(IndicesData.Indices);


	for (int32 j = 0; j < DataArray.RenderSections.Num(); j++)
	{
		TArray<int32> Tris;

		// get number triangles and offset
		const int32 SectionNumTriangles = DataArray.RenderSections[j].NumTriangles;
		const int32 SectionBaseIndex = DataArray.RenderSections[j].BaseIndex;
		
		//iterate over num indices and add traingles
		for (int32 i = 0; i < SectionNumTriangles; i++)
		{
			int32 TriVertexIndex = i*3 + SectionBaseIndex;
			Tris.Add(IndicesData.Indices[TriVertexIndex]);
			Tris.Add(IndicesData.Indices[TriVertexIndex + 1]);
			Tris.Add(IndicesData.Indices[TriVertexIndex + 2]);
		}

		//Create the procedural mesh section
		ProcMeshComponent->CreateMeshSection(j, VerticesArray, Tris, Normals, UV, Colors, Tangents, true);
	}
}