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API > API/Plugins > API/Plugins/ModelingComponents > API/Plugins/ModelingComponents/Physics
References
| Module | ModelingComponents |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Physics/ComponentCollisionUtil.h |
| Include | #include "Physics/ComponentCollisionUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Physics/ComponentCollisionUtil.cpp |
namespace UE
{
namespace Geometry
{
bool UE&58;&58;Geometry&58;&58;ConvertComplexCollisionToMeshes
&40;
IInterface_CollisionDataProvider &42; CollisionDataProvider,
UE::Geometry::FDynamicMesh3 & MeshOut,
const FTransformSequence3d & TransformSeqeuence,
bool & bFoundMeshErrorsOut,
bool bWeldEdges,
bool bSetToPerTriangleNormals
&41;
}
}
Remarks
Extract the complex collision geometry from CollisionDataProvider as a dynamic mesh. TransformSequence is applied to the mesh.
Parameters
| Name | Description |
|---|---|
| bFoundMeshErrorsOut | will be returned as true if potential non-manifold geometry was detected during construction (in that case some triangles will be disconnected) |
| bWeldEdges | if true the mesh edges are welded |
| bSetToPerTriangleNormals | if true and the mesh has a normals attribute overlay, the mesh is set to face normals, otherwise averaged vertex normals |