UE4c++ ConvertActorsToStaticMesh ConvertProceduralMeshToStaticMesh

news2024/11/18 13:37:29

UE4c++ ConvertActorsToStaticMesh

    • 创建Edior模块(最好是放Editor模块毕竟是编辑器代码)
    • 创建蓝图函数UBlueprintFunctionLibrary
      • UTestFunctionLibrary.h
      • UTestFunctionLibrary.cpp:
      • .Build.cs

目标:为了大量生成模型,我们把虚幻带有的方法迁移成函数,并去掉默认弹窗,以便代码调用
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测试调用:
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演示效果:

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创建Edior模块(最好是放Editor模块毕竟是编辑器代码)

创建蓝图函数UBlueprintFunctionLibrary

UTestFunctionLibrary.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "RawMesh.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "TestFunctionLibrary.generated.h"


struct FRawMeshTracker_Copy
{
	FRawMeshTracker_Copy()
		: bValidColors(false)
	{
		FMemory::Memset(bValidTexCoords, 0);
	}

	bool bValidTexCoords[MAX_MESH_TEXTURE_COORDS];
	bool bValidColors;
};

UCLASS()
class TESTEDITOR_API UTestFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable)
	static void ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors,
	                                           const FString& PathString = FString(TEXT("/Game/Meshes/")),
	                                           const FString& InMeshName = FString(TEXT("StaticMesh")));

	UFUNCTION(BlueprintCallable)
	static void ConvertProceduralMeshToStaticMesh(UProceduralMeshComponent* ProcMeshComp,
	                                              FString Path = FString(TEXT("/Game/Meshes/")),
	                                              FString Name = FString(TEXT("ProcMesh"))
	                                              );


	static void GetSkinnedAndStaticMeshComponentsFromActors(const TArray<AActor*> InActors,
	                                                        TArray<UMeshComponent*>& OutMeshComponents);

	static bool IsValidSkinnedMeshComponent(USkinnedMeshComponent* InComponent);

	static bool IsValidStaticMeshComponent(UStaticMeshComponent* InComponent);

	template <typename ComponentType>
	static void ProcessMaterials(ComponentType* InComponent, const FString& InPackageName,
	                             TArray<UMaterialInterface*>& OutMaterials)
	{
		const int32 NumMaterials = InComponent->GetNumMaterials();
		for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; MaterialIndex++)
		{
			UMaterialInterface* MaterialInterface = InComponent->GetMaterial(MaterialIndex);
			AddOrDuplicateMaterial(MaterialInterface, InPackageName, OutMaterials);
		}
	}

	static void AddOrDuplicateMaterial(UMaterialInterface* InMaterialInterface, const FString& InPackageName,
	                                   TArray<UMaterialInterface*>& OutMaterials);


	static void SkinnedMeshToRawMeshes(USkinnedMeshComponent* InSkinnedMeshComponent, int32 InOverallMaxLODs,
	                                   const FMatrix& InComponentToWorld, const FString& InPackageName,
	                                   TArray<FRawMeshTracker_Copy>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes,
	                                   TArray<UMaterialInterface*>& OutMaterials);


	// Helper function for ConvertMeshesToStaticMesh
	static void StaticMeshToRawMeshes(UStaticMeshComponent* InStaticMeshComponent, int32 InOverallMaxLODs,
	                                  const FMatrix& InComponentToWorld, const FString& InPackageName,
	                                  TArray<FRawMeshTracker_Copy>& OutRawMeshTrackers, TArray<FRawMesh>& OutRawMeshes,
	                                  TArray<UMaterialInterface*>& OutMaterials);


	static UStaticMesh* ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents,
	                                              const FTransform& InRootTransform,
	                                              const FString& PathString = FString(TEXT("/Game/Meshes/")),
	                                              const FString& InMeshName = FString(TEXT("StaticMesh")),
	                                              const FString& InPackageName = FString());
};

UTestFunctionLibrary.cpp:

// Fill out your copyright notice in the Description page of Project Settings.


#include "TestFunctionLibrary.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "AssetToolsModule.h"
#include "ContentBrowserModule.h"
#include "CustomMeshComponent.h"
#include "Editor.h"
#include "IContentBrowserSingleton.h"
#include "MeshDescription.h"
#include "MeshUtilities.h"
#include "ProceduralMeshComponent.h"
#include "ProceduralMeshConversion.h"
#include "SkeletalRenderPublic.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Components/CapsuleComponent.h"
#include "Framework/Notifications/NotificationManager.h"
#include "GameFramework/Character.h"
#include "Rendering/SkeletalMeshRenderData.h"
#include "Subsystems/AssetEditorSubsystem.h"
#include "Widgets/Notifications/SNotificationList.h"

#define LOCTEXT_NAMESPACE "UTestFunctionLibrary"


void UTestFunctionLibrary::ConvertActorMeshesToStaticMesh(const TArray<AActor*> InActors,
                                                          const FString& PathString, const FString& InMeshName)
{
	IMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities");

	TArray<UMeshComponent*> MeshComponents;

	GetSkinnedAndStaticMeshComponentsFromActors(InActors, MeshComponents);

	auto GetActorRootTransform = [](AActor* InActor)
	{
		FTransform RootTransform(FTransform::Identity);
		if (const ACharacter* Character = Cast<ACharacter>(InActor))
		{
			RootTransform = Character->GetTransform();
			RootTransform.SetLocation(
				RootTransform.GetLocation() - FVector(
					0.0f, 0.0f, Character->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()));
		}
		else
		{
			// otherwise just use the actor's origin
			RootTransform = InActor->GetTransform();
		}

		return RootTransform;
	};

	// now pick a root transform
	FTransform RootTransform(FTransform::Identity);
	if (InActors.Num() == 1)
	{
		RootTransform = GetActorRootTransform(InActors[0]);
	}
	else
	{
		// multiple actors use the average of their origins, with Z being the min of all origins. Rotation is identity for simplicity
		FVector Location(FVector::ZeroVector);
		float MinZ = FLT_MAX;
		for (AActor* Actor : InActors)
		{
			FTransform ActorTransform(GetActorRootTransform(Actor));
			Location += ActorTransform.GetLocation();
			MinZ = FMath::Min(ActorTransform.GetLocation().Z, MinZ);
		}
		Location /= (float)InActors.Num();
		Location.Z = MinZ;

		RootTransform.SetLocation(Location);
	}
	UStaticMesh* StaticMesh = ConvertMeshesToStaticMesh(MeshComponents, RootTransform, PathString, InMeshName);

	// Also notify the content browser that the new assets exists
	if (StaticMesh != nullptr)
	{
		FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<
			FContentBrowserModule>("ContentBrowser");
		ContentBrowserModule.Get().SyncBrowserToAssets(TArray<UObject*>({StaticMesh}), true);
	}
}

void UTestFunctionLibrary::ConvertProceduralMeshToStaticMesh(UProceduralMeshComponent* ProcMeshComp,
                                                             FString Path,
                                                             FString Name)
{
	if (ProcMeshComp != nullptr)
	{
		FString NewNameSuggestion = Name;
		FString PackageName = Path + NewNameSuggestion;
		FString Name;
		FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
		AssetToolsModule.Get().CreateUniqueAssetName(PackageName, TEXT(""), PackageName, Name);

		{
			FString UserPackageName = PackageName;
			FName MeshName(*FPackageName::GetLongPackageAssetName(UserPackageName));

			// Check if the user inputed a valid asset name, if they did not, give it the generated default name
			if (MeshName == NAME_None)
			{
				// Use the defaults that were already generated.
				UserPackageName = PackageName;
				MeshName = *Name;
			}


			FMeshDescription MeshDescription = BuildMeshDescription(ProcMeshComp);

			// If we got some valid data.
			if (MeshDescription.Polygons().Num() > 0)
			{
				// Then find/create it.
				UPackage* Package = CreatePackage(*UserPackageName);
				check(Package);

				// Create StaticMesh object
				UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, MeshName, RF_Public | RF_Standalone);
				StaticMesh->InitResources();

				StaticMesh->SetLightingGuid();

				// Add source to new StaticMesh
				FStaticMeshSourceModel& SrcModel = StaticMesh->AddSourceModel();
				SrcModel.BuildSettings.bRecomputeNormals = false;
				SrcModel.BuildSettings.bRecomputeTangents = false;
				SrcModel.BuildSettings.bRemoveDegenerates = false;
				SrcModel.BuildSettings.bUseHighPrecisionTangentBasis = false;
				SrcModel.BuildSettings.bUseFullPrecisionUVs = false;
				SrcModel.BuildSettings.bGenerateLightmapUVs = true;
				SrcModel.BuildSettings.SrcLightmapIndex = 0;
				SrcModel.BuildSettings.DstLightmapIndex = 1;
				StaticMesh->CreateMeshDescription(0, MoveTemp(MeshDescription));
				StaticMesh->CommitMeshDescription(0);

				 SIMPLE COLLISION
				if (!ProcMeshComp->bUseComplexAsSimpleCollision)
				{
					StaticMesh->CreateBodySetup();
					UBodySetup* NewBodySetup = StaticMesh->GetBodySetup();
					NewBodySetup->BodySetupGuid = FGuid::NewGuid();
					NewBodySetup->AggGeom.ConvexElems = ProcMeshComp->ProcMeshBodySetup->AggGeom.ConvexElems;
					NewBodySetup->bGenerateMirroredCollision = false;
					NewBodySetup->bDoubleSidedGeometry = true;
					NewBodySetup->CollisionTraceFlag = CTF_UseDefault;
					NewBodySetup->CreatePhysicsMeshes();
				}

				 MATERIALS
				TSet<UMaterialInterface*> UniqueMaterials;
				const int32 NumSections = ProcMeshComp->GetNumSections();
				for (int32 SectionIdx = 0; SectionIdx < NumSections; SectionIdx++)
				{
					FProcMeshSection* ProcSection =
						ProcMeshComp->GetProcMeshSection(SectionIdx);
					UMaterialInterface* Material = ProcMeshComp->GetMaterial(SectionIdx);
					UniqueMaterials.Add(Material);
				}
				// Copy materials to new mesh
				for (auto* Material : UniqueMaterials)
				{
					StaticMesh->GetStaticMaterials().Add(FStaticMaterial(Material));
				}

				//Set the Imported version before calling the build
				StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;

				// Build mesh from source
				StaticMesh->Build(false);
				StaticMesh->PostEditChange();

				// Notify asset registry of new asset
				FAssetRegistryModule::AssetCreated(StaticMesh);
			}
		}
	}
}


void UTestFunctionLibrary::GetSkinnedAndStaticMeshComponentsFromActors(const TArray<AActor*> InActors,
                                                                       TArray<UMeshComponent*>& OutMeshComponents)
{
	for (AActor* Actor : InActors)
	{
		// add all components from this actor
		TInlineComponentArray<UMeshComponent*> ActorComponents(Actor);
		for (UMeshComponent* ActorComponent : ActorComponents)
		{
			if (ActorComponent->IsA(USkinnedMeshComponent::StaticClass()) || ActorComponent->IsA(
				UStaticMeshComponent::StaticClass()))
			{
				OutMeshComponents.AddUnique(ActorComponent);
			}
		}

		// add all attached actors
		TArray<AActor*> AttachedActors;
		Actor->GetAttachedActors(AttachedActors);
		for (AActor* AttachedActor : AttachedActors)
		{
			TInlineComponentArray<UMeshComponent*> AttachedActorComponents(AttachedActor);
			for (UMeshComponent* AttachedActorComponent : AttachedActorComponents)
			{
				if (AttachedActorComponent->IsA(USkinnedMeshComponent::StaticClass()) || AttachedActorComponent->
					IsA(UStaticMeshComponent::StaticClass()))
				{
					OutMeshComponents.AddUnique(AttachedActorComponent);
				}
			}
		}
	}
}

bool UTestFunctionLibrary::IsValidSkinnedMeshComponent(USkinnedMeshComponent* InComponent)
{
	return InComponent && InComponent->MeshObject && InComponent->IsVisible();
}

bool UTestFunctionLibrary::IsValidStaticMeshComponent(UStaticMeshComponent* InComponent)
{
	return InComponent && InComponent->GetStaticMesh() && InComponent->GetStaticMesh()->GetRenderData() &&
		InComponent->IsVisible();
}

void UTestFunctionLibrary::AddOrDuplicateMaterial(UMaterialInterface* InMaterialInterface,
                                                  const FString& InPackageName,
                                                  TArray<UMaterialInterface*>& OutMaterials)
{
	if (InMaterialInterface && !InMaterialInterface->GetOuter()->IsA<UPackage>())
	{
		// Convert runtime material instances to new concrete material instances
		// Create new package
		FString OriginalMaterialName = InMaterialInterface->GetName();
		FString MaterialPath = FPackageName::GetLongPackagePath(InPackageName) / OriginalMaterialName;
		FString MaterialName;
		FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
		AssetToolsModule.Get().CreateUniqueAssetName(MaterialPath, TEXT(""), MaterialPath, MaterialName);
		UPackage* MaterialPackage = CreatePackage(*MaterialPath);

		// Duplicate the object into the new package
		UMaterialInterface* NewMaterialInterface = DuplicateObject<UMaterialInterface>(
			InMaterialInterface, MaterialPackage, *MaterialName);
		NewMaterialInterface->SetFlags(RF_Public | RF_Standalone);

		if (UMaterialInstanceDynamic* MaterialInstanceDynamic = Cast<
			UMaterialInstanceDynamic>(NewMaterialInterface))
		{
			UMaterialInstanceDynamic* OldMaterialInstanceDynamic = CastChecked<UMaterialInstanceDynamic>(
				InMaterialInterface);
			MaterialInstanceDynamic->K2_CopyMaterialInstanceParameters(OldMaterialInstanceDynamic);
		}

		NewMaterialInterface->MarkPackageDirty();

		FAssetRegistryModule::AssetCreated(NewMaterialInterface);

		InMaterialInterface = NewMaterialInterface;
	}

	OutMaterials.Add(InMaterialInterface);
}

void UTestFunctionLibrary::SkinnedMeshToRawMeshes(USkinnedMeshComponent* InSkinnedMeshComponent,
                                                  int32 InOverallMaxLODs, const FMatrix& InComponentToWorld,
                                                  const FString& InPackageName,
                                                  TArray<FRawMeshTracker_Copy>& OutRawMeshTrackers,
                                                  TArray<FRawMesh>& OutRawMeshes,
                                                  TArray<UMaterialInterface*>& OutMaterials)
{
	const int32 BaseMaterialIndex = OutMaterials.Num();

	// Export all LODs to raw meshes
	const int32 NumLODs = InSkinnedMeshComponent->GetNumLODs();

	for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
	{
		int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);

		FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
		FRawMeshTracker_Copy& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
		const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();

		FSkeletalMeshLODInfo& SrcLODInfo = *(InSkinnedMeshComponent->SkeletalMesh->GetLODInfo(LODIndexRead));

		// Get the CPU skinned verts for this LOD
		TArray<FFinalSkinVertex> FinalVertices;
		InSkinnedMeshComponent->GetCPUSkinnedVertices(FinalVertices, LODIndexRead);

		FSkeletalMeshRenderData& SkeletalMeshRenderData = InSkinnedMeshComponent->MeshObject->
			GetSkeletalMeshRenderData();
		FSkeletalMeshLODRenderData& LODData = SkeletalMeshRenderData.LODRenderData[LODIndexRead];

		// Copy skinned vertex positions
		for (int32 VertIndex = 0; VertIndex < FinalVertices.Num(); ++VertIndex)
		{
			RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(FinalVertices[VertIndex].Position));
		}

		const uint32 NumTexCoords = FMath::Min(LODData.StaticVertexBuffers.StaticMeshVertexBuffer.GetNumTexCoords(),
		                                       (uint32)MAX_MESH_TEXTURE_COORDS);
		const int32 NumSections = LODData.RenderSections.Num();
		FRawStaticIndexBuffer16or32Interface& IndexBuffer = *LODData.MultiSizeIndexContainer.GetIndexBuffer();

		for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
		{
			const FSkelMeshRenderSection& SkelMeshSection = LODData.RenderSections[SectionIndex];
			if (InSkinnedMeshComponent->IsMaterialSectionShown(SkelMeshSection.MaterialIndex, LODIndexRead))
			{
				// Build 'wedge' info
				const int32 NumWedges = SkelMeshSection.NumTriangles * 3;
				for (int32 WedgeIndex = 0; WedgeIndex < NumWedges; WedgeIndex++)
				{
					const int32 VertexIndexForWedge = IndexBuffer.Get(SkelMeshSection.BaseIndex + WedgeIndex);

					RawMesh.WedgeIndices.Add(BaseVertexIndex + VertexIndexForWedge);

					const FFinalSkinVertex& SkinnedVertex = FinalVertices[VertexIndexForWedge];
					const FVector TangentX = InComponentToWorld.TransformVector(SkinnedVertex.TangentX.ToFVector());
					const FVector TangentZ = InComponentToWorld.TransformVector(SkinnedVertex.TangentZ.ToFVector());
					const FVector4 UnpackedTangentZ = SkinnedVertex.TangentZ.ToFVector4();
					const FVector TangentY = (TangentZ ^ TangentX).GetSafeNormal() * UnpackedTangentZ.W;

					RawMesh.WedgeTangentX.Add(TangentX);
					RawMesh.WedgeTangentY.Add(TangentY);
					RawMesh.WedgeTangentZ.Add(TangentZ);

					for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
					{
						if (TexCoordIndex >= NumTexCoords)
						{
							RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
						}
						else
						{
							RawMesh.WedgeTexCoords[TexCoordIndex].Add(
								LODData.StaticVertexBuffers.StaticMeshVertexBuffer.GetVertexUV(
									VertexIndexForWedge, TexCoordIndex));
							RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
						}
					}

					if (LODData.StaticVertexBuffers.ColorVertexBuffer.IsInitialized())
					{
						RawMesh.WedgeColors.Add(
							LODData.StaticVertexBuffers.ColorVertexBuffer.VertexColor(VertexIndexForWedge));
						RawMeshTracker.bValidColors = true;
					}
					else
					{
						RawMesh.WedgeColors.Add(FColor::White);
					}
				}

				int32 MaterialIndex = SkelMeshSection.MaterialIndex;
				// use the remapping of material indices if there is a valid value
				if (SrcLODInfo.LODMaterialMap.IsValidIndex(SectionIndex) && SrcLODInfo.LODMaterialMap[SectionIndex]
					!= INDEX_NONE)
				{
					MaterialIndex = FMath::Clamp<int32>(SrcLODInfo.LODMaterialMap[SectionIndex], 0,
					                                    InSkinnedMeshComponent->SkeletalMesh->GetMaterials().Num());
				}

				// copy face info
				for (uint32 TriIndex = 0; TriIndex < SkelMeshSection.NumTriangles; TriIndex++)
				{
					RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + MaterialIndex);
					RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
				}
			}
		}
	}

	ProcessMaterials<USkinnedMeshComponent>(InSkinnedMeshComponent, InPackageName, OutMaterials);
}

void UTestFunctionLibrary::StaticMeshToRawMeshes(UStaticMeshComponent* InStaticMeshComponent,
                                                 int32 InOverallMaxLODs, const FMatrix& InComponentToWorld,
                                                 const FString& InPackageName,
                                                 TArray<FRawMeshTracker_Copy>& OutRawMeshTrackers,
                                                 TArray<FRawMesh>& OutRawMeshes,
                                                 TArray<UMaterialInterface*>& OutMaterials)
{
	const int32 BaseMaterialIndex = OutMaterials.Num();

	const int32 NumLODs = InStaticMeshComponent->GetStaticMesh()->GetRenderData()->LODResources.Num();

	for (int32 OverallLODIndex = 0; OverallLODIndex < InOverallMaxLODs; OverallLODIndex++)
	{
		int32 LODIndexRead = FMath::Min(OverallLODIndex, NumLODs - 1);

		FRawMesh& RawMesh = OutRawMeshes[OverallLODIndex];
		FRawMeshTracker_Copy& RawMeshTracker = OutRawMeshTrackers[OverallLODIndex];
		const FStaticMeshLODResources& LODResource = InStaticMeshComponent->GetStaticMesh()->GetRenderData()->
		                                                                    LODResources[LODIndexRead];
		const int32 BaseVertexIndex = RawMesh.VertexPositions.Num();

		for (int32 VertIndex = 0; VertIndex < LODResource.GetNumVertices(); ++VertIndex)
		{
			RawMesh.VertexPositions.Add(InComponentToWorld.TransformPosition(
				LODResource.VertexBuffers.PositionVertexBuffer.VertexPosition((uint32)VertIndex)));
		}

		const FIndexArrayView IndexArrayView = LODResource.IndexBuffer.GetArrayView();
		const FStaticMeshVertexBuffer& StaticMeshVertexBuffer = LODResource.VertexBuffers.StaticMeshVertexBuffer;
		const int32 NumTexCoords = FMath::Min(StaticMeshVertexBuffer.GetNumTexCoords(),
		                                      (uint32)MAX_MESH_TEXTURE_COORDS);
		const int32 NumSections = LODResource.Sections.Num();

		for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
		{
			const FStaticMeshSection& StaticMeshSection = LODResource.Sections[SectionIndex];

			const int32 NumIndices = StaticMeshSection.NumTriangles * 3;
			for (int32 IndexIndex = 0; IndexIndex < NumIndices; IndexIndex++)
			{
				int32 Index = IndexArrayView[StaticMeshSection.FirstIndex + IndexIndex];
				RawMesh.WedgeIndices.Add(BaseVertexIndex + Index);

				RawMesh.WedgeTangentX.Add(
					InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentX(Index)));
				RawMesh.WedgeTangentY.Add(
					InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentY(Index)));
				RawMesh.WedgeTangentZ.Add(
					InComponentToWorld.TransformVector(StaticMeshVertexBuffer.VertexTangentZ(Index)));

				for (int32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
				{
					if (TexCoordIndex >= NumTexCoords)
					{
						RawMesh.WedgeTexCoords[TexCoordIndex].AddDefaulted();
					}
					else
					{
						RawMesh.WedgeTexCoords[TexCoordIndex].Add(
							StaticMeshVertexBuffer.GetVertexUV(Index, TexCoordIndex));
						RawMeshTracker.bValidTexCoords[TexCoordIndex] = true;
					}
				}

				if (LODResource.VertexBuffers.ColorVertexBuffer.IsInitialized())
				{
					RawMesh.WedgeColors.Add(LODResource.VertexBuffers.ColorVertexBuffer.VertexColor(Index));
					RawMeshTracker.bValidColors = true;
				}
				else
				{
					RawMesh.WedgeColors.Add(FColor::White);
				}
			}

			// copy face info
			for (uint32 TriIndex = 0; TriIndex < StaticMeshSection.NumTriangles; TriIndex++)
			{
				RawMesh.FaceMaterialIndices.Add(BaseMaterialIndex + StaticMeshSection.MaterialIndex);
				RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
			}
		}
	}

	ProcessMaterials<UStaticMeshComponent>(InStaticMeshComponent, InPackageName, OutMaterials);
}

UStaticMesh* UTestFunctionLibrary::ConvertMeshesToStaticMesh(const TArray<UMeshComponent*>& InMeshComponents,
                                                             const FTransform& InRootTransform,
                                                             const FString& PathString, const FString& InMeshName,
                                                             const FString& InPackageName)
{
	UStaticMesh* StaticMesh = nullptr;

	IMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities");
	// Build a package name to use
	FString MeshName;
	FString PackageName;
	if (InPackageName.IsEmpty())
	{
		FString NewNameSuggestion = InMeshName;
		FString PackageNameSuggestion = PathString + NewNameSuggestion;
		FString Name;
		FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
		AssetToolsModule.Get().CreateUniqueAssetName(PackageNameSuggestion, TEXT(""), PackageNameSuggestion, Name);

		// TSharedPtr<SDlgPickAssetPath> PickAssetPathWidget =
		// 	SNew(SDlgPickAssetPath)
		// .Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location"))
		// .DefaultAssetPath(FText::FromString(PackageNameSuggestion));

		//if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok)
		{
			// Get the full name of where we want to create the mesh asset.
			PackageName = PackageNameSuggestion; //PickAssetPathWidget->GetFullAssetPath().ToString();
			MeshName = FPackageName::GetLongPackageAssetName(PackageName);

			// Check if the user inputed a valid asset name, if they did not, give it the generated default name
			if (MeshName.IsEmpty())
			{
				// Use the defaults that were already generated.
				PackageName = PackageNameSuggestion;
				MeshName = *Name;
			}
		}
	}
	else
	{
		PackageName = InPackageName;
		MeshName = *FPackageName::GetLongPackageAssetName(PackageName);
	}

	if (!PackageName.IsEmpty() && !MeshName.IsEmpty())
	{
		TArray<FRawMesh> RawMeshes;
		TArray<UMaterialInterface*> Materials;

		TArray<FRawMeshTracker_Copy> RawMeshTrackers;

		FMatrix WorldToRoot = InRootTransform.ToMatrixWithScale().Inverse();

		// first do a pass to determine the max LOD level we will be combining meshes into
		int32 OverallMaxLODs = 0;
		for (UMeshComponent* MeshComponent : InMeshComponents)
		{
			USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
			UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);

			if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
			{
				OverallMaxLODs = FMath::Max(
					SkinnedMeshComponent->MeshObject->GetSkeletalMeshRenderData().LODRenderData.Num(),
					OverallMaxLODs);
			}
			else if (IsValidStaticMeshComponent(StaticMeshComponent))
			{
				OverallMaxLODs = FMath::Max(
					StaticMeshComponent->GetStaticMesh()->GetRenderData()->LODResources.Num(), OverallMaxLODs);
			}
		}

		// Resize raw meshes to accommodate the number of LODs we will need
		RawMeshes.SetNum(OverallMaxLODs);
		RawMeshTrackers.SetNum(OverallMaxLODs);

		// Export all visible components
		for (UMeshComponent* MeshComponent : InMeshComponents)
		{
			FMatrix ComponentToWorld = MeshComponent->GetComponentTransform().ToMatrixWithScale() * WorldToRoot;

			USkinnedMeshComponent* SkinnedMeshComponent = Cast<USkinnedMeshComponent>(MeshComponent);
			UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(MeshComponent);

			if (IsValidSkinnedMeshComponent(SkinnedMeshComponent))
			{
				SkinnedMeshToRawMeshes(SkinnedMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName,
				                       RawMeshTrackers, RawMeshes, Materials);
			}
			else if (IsValidStaticMeshComponent(StaticMeshComponent))
			{
				StaticMeshToRawMeshes(StaticMeshComponent, OverallMaxLODs, ComponentToWorld, PackageName,
				                      RawMeshTrackers, RawMeshes, Materials);
			}
		}

		uint32 MaxInUseTextureCoordinate = 0;

		// scrub invalid vert color & tex coord data
		check(RawMeshes.Num() == RawMeshTrackers.Num());
		for (int32 RawMeshIndex = 0; RawMeshIndex < RawMeshes.Num(); RawMeshIndex++)
		{
			if (!RawMeshTrackers[RawMeshIndex].bValidColors)
			{
				RawMeshes[RawMeshIndex].WedgeColors.Empty();
			}

			for (uint32 TexCoordIndex = 0; TexCoordIndex < MAX_MESH_TEXTURE_COORDS; TexCoordIndex++)
			{
				if (!RawMeshTrackers[RawMeshIndex].bValidTexCoords[TexCoordIndex])
				{
					RawMeshes[RawMeshIndex].WedgeTexCoords[TexCoordIndex].Empty();
				}
				else
				{
					// Store first texture coordinate index not in use
					MaxInUseTextureCoordinate = FMath::Max(MaxInUseTextureCoordinate, TexCoordIndex);
				}
			}
		}

		// Check if we got some valid data.
		bool bValidData = false;
		for (FRawMesh& RawMesh : RawMeshes)
		{
			if (RawMesh.IsValidOrFixable())
			{
				bValidData = true;
				break;
			}
		}

		if (bValidData)
		{
			// Then find/create it.
			UPackage* Package = CreatePackage(*PackageName);
			check(Package);

			// Create StaticMesh object
			StaticMesh = NewObject<UStaticMesh>(Package, *MeshName, RF_Public | RF_Standalone);
			StaticMesh->InitResources();

			StaticMesh->SetLightingGuid();

			// Determine which texture coordinate map should be used for storing/generating the lightmap UVs
			const uint32 LightMapIndex = FMath::Min(MaxInUseTextureCoordinate + 1,
			                                        (uint32)MAX_MESH_TEXTURE_COORDS - 1);

			// Add source to new StaticMesh
			for (FRawMesh& RawMesh : RawMeshes)
			{
				if (RawMesh.IsValidOrFixable())
				{
					FStaticMeshSourceModel& SrcModel = StaticMesh->AddSourceModel();
					SrcModel.BuildSettings.bRecomputeNormals = false;
					SrcModel.BuildSettings.bRecomputeTangents = false;
					SrcModel.BuildSettings.bRemoveDegenerates = true;
					SrcModel.BuildSettings.bUseHighPrecisionTangentBasis = false;
					SrcModel.BuildSettings.bUseFullPrecisionUVs = false;
					SrcModel.BuildSettings.bGenerateLightmapUVs = true;
					SrcModel.BuildSettings.SrcLightmapIndex = 0;
					SrcModel.BuildSettings.DstLightmapIndex = LightMapIndex;
					SrcModel.SaveRawMesh(RawMesh);
				}
			}

			// Copy materials to new mesh 
			for (UMaterialInterface* Material : Materials)
			{
				StaticMesh->GetStaticMaterials().Add(FStaticMaterial(Material));
			}

			//Set the Imported version before calling the build
			StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;

			// Set light map coordinate index to match DstLightmapIndex
			StaticMesh->SetLightMapCoordinateIndex(LightMapIndex);

			// setup section info map
			for (int32 RawMeshLODIndex = 0; RawMeshLODIndex < RawMeshes.Num(); RawMeshLODIndex++)
			{
				const FRawMesh& RawMesh = RawMeshes[RawMeshLODIndex];
				TArray<int32> UniqueMaterialIndices;
				for (int32 MaterialIndex : RawMesh.FaceMaterialIndices)
				{
					UniqueMaterialIndices.AddUnique(MaterialIndex);
				}

				int32 SectionIndex = 0;
				for (int32 UniqueMaterialIndex : UniqueMaterialIndices)
				{
					StaticMesh->GetSectionInfoMap().Set(RawMeshLODIndex, SectionIndex,
					                                    FMeshSectionInfo(UniqueMaterialIndex));
					SectionIndex++;
				}
			}
			StaticMesh->GetOriginalSectionInfoMap().CopyFrom(StaticMesh->GetSectionInfoMap());

			// Build mesh from source
			StaticMesh->Build(false);
			StaticMesh->PostEditChange();

			StaticMesh->MarkPackageDirty();

			// Notify asset registry of new asset
			FAssetRegistryModule::AssetCreated(StaticMesh);

			// Display notification so users can quickly access the mesh
			if (GIsEditor)
			{
				FNotificationInfo Info(FText::Format(
					LOCTEXT("SkeletalMeshConverted", "Successfully Converted Mesh"),
					FText::FromString(StaticMesh->GetName())));
				Info.ExpireDuration = 8.0f;
				Info.bUseLargeFont = false;
				Info.Hyperlink = FSimpleDelegate::CreateLambda([=]()
				{
					GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAssets(TArray<UObject*>({
						StaticMesh
					}));
				});
				Info.HyperlinkText = FText::Format(
					LOCTEXT("OpenNewAnimationHyperlink", "Open {0}"),
					FText::FromString(StaticMesh->GetName()));
				TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
				if (Notification.IsValid())
				{
					Notification->SetCompletionState(SNotificationItem::CS_Success);
				}
			}
		}
	}

	return StaticMesh;
}

.Build.cs

            {
                "CoreUObject",
                "Engine",
                "Slate",
                "SlateCore",
                "MeshUtilities",
                "RawMesh",
                "Slate",
                "SlateCore",
                "UnrealEd",
                "CustomMeshComponent", 
                "ProceduralMeshComponent", 
                "MeshDescription"
            }

最后根据情况调用下面俩个反射给蓝图的方法即可
最终调用ConvertActorMeshesToStaticMesh方法即可

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