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API > API/Plugins > API/Plugins/ModelingComponents
References
| Module | ModelingComponents |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ModelingObjectsCreationAPI.h |
| Include | #include "ModelingObjectsCreationAPI.h" |
Syntax
USTRUCT&40;Blueprintable&41;
struct FCreateMeshObjectParams
Remarks
FCreateMeshObjectParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateMeshObject(). Not all data necessarily needs to be specified, this will depend on the particular implementation. The comments below are representative of how this data structure is used in the Tools and API implementation(s) provided with Unreal Engine, but end-user implementors could abuse these fields as necessary.
The definition of a "mesh object" is implementation-specific.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TObjectPtr< UMaterialInterface > > | AssetMaterials | Optional Materials for a newly-created Mesh Asset, if this is applicable for the created mesh object | |
| FString | BaseName | The base name of the new mesh object | |
| bool | bEnableCollision | Collision settings, if applicable for the given mesh objectSpecify whether the new mesh object should have collision support/data | |
| bool | bEnableNanite | Specify whether Nanite should be enabled on this new mesh object | |
| bool | bEnableRaytracingSupport | Rendering Configuration Options, if this is applicable for the given mesh objectSpecify whether normals should be automatically recomputed for this new mesh object | |
| bool | bEnableRecomputeNormals | Mesh Build Options, if this is applicable for the given mesh object (Currently somewhat specific to Assets in the Editor)Specify whether normals should be automatically recomputed for this new mesh object | |
| bool | bEnableRecomputeTangents | Specify whether tangents should be automatically recomputed for this new mesh object | |
| bool | bGenerateLightmapUVs | Specify whether to auto-generate Lightmap UVs (if applicable for the output mesh type) | |
| TEnumAsByte< enum ECollisionTraceFlag > | CollisionMode | Which Collision mode to enable on the new mesh object, if supported | |
| TOptional< UE::Geometry::FSimpleShapeSet3d > | CollisionShapeSet | Collision Shapes | |
| TOptional< UE::Geometry::FDynamicMesh3 > | DynamicMesh | ||
| TArray< TObjectPtr< UMaterialInterface > > | Materials | Materials settingsMaterials for the new mesh object | |
| TOptional< FMeshDescription > | MeshDescription | ||
| ECreateMeshObjectSourceMeshType | MeshType | The Mesh Object should be created based on the mesh data structures below. | |
| FMeshNaniteSettings | NaniteSettings | Specify the Nanite Settings for this new mesh object, only used if bEnableNanite=true | |
| TObjectPtr< UPrimitiveComponent > | SourceComponent | Base dataA Source Component the new mesh is based on, if such a Component exists | |
| TObjectPtr< UWorld > | TargetWorld | The World/Level the new mesh object should be created in (if known) | |
| FTransform | Transform | The 3D local-to-world transform for the new mesh object | |
| ECreateObjectTypeHint | TypeHint | A suggested type for the newly-created Mesh (possibly ignored) | |
| TObjectPtr< UClass > | TypeHintClass | A suggested UClass type for the newly-created Object (possibly ignored) | |
| int32 | TypeHintExtended | An arbitrary integer that can be used to pass data to an API implementation |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FCreateMeshObjectParams
(
bool bConstructWithDefaultModelingComponentSettings |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | SetMesh
(
FMeshDescription&& MeshDescriptionIn |
||
| void | SetMesh
(
const UE::Geometry::FDynamicMesh3* DynamicMeshIn |
||
| void | SetMesh
(
UE::Geometry::FDynamicMesh3&& DynamicMeshIn |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| float | NaniteProxyTrianglePercent_DEPRECATED | Specify the Nanite proxy triangle percentage for this new mesh object |