Auto Detection
When Auto Detect Skeletal Mesh is enabled in Initialize FBX Load, the plugin inspects every mesh node in the FBX. If a node contains bone data (skin weights + a skeleton hierarchy), it is automatically imported as a USkeletalMeshNode rather than a standard geometry node.
The generated component is a UProceduralSkeletalMeshComponent — a subclass of ProceduralMeshComponent that handles CPU-side skinning each frame by applying bone transforms to the vertex positions in real time.
What Gets Created
| Data | Where it lives |
|---|---|
| Bone hierarchy | USkeletalMeshNode.BoneInfos — array of bone names, parent indices, and transforms |
| Skin weights | Stored per-vertex inside FProceduralMeshData.SkinWeights |
| Procedural skeletal component | USkeletalMeshNode.ProcMeshComponent — the rendered skinned mesh in the actor |
| Reference pose transforms | Stored internally for skinning math |
Querying Skeletal Mesh Nodes
After import completes, call Get Skeletal Mesh Nodes on the spawned FBX Mesh Actor to retrieve all bone-based mesh nodes. If a character has multiple skinned parts (head, body, outfit), each is a separate USkeletalMeshNode.
You can also call Get Skeletal Mesh Node From Actor on the FBX Import Manager, passing the actor reference and a skeletal mesh index (0 for the first one), as a shortcut.
Bone Visualization (Debug)
Enable a visual overlay of the skeleton for debugging. Call these on the FBX Import Manager:
| Node | Parameters |
|---|---|
| Toggle Bone Visualization | Skeletal Mesh Node reference, boolean to show/hide |
| Set Bone Visualization Settings | Bone size (float), bone color (FColor), line thickness (float) |
UProceduralSkeletalMeshComponent. Disable it before shipping.