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Struct used to specify a tangent vector for a vertex The Y tangent is computed from the cross product of the vertex normal (Tangent Z) and the TangentX member.
| Name | FProcMeshTangent |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
| Include Path | #include "ProceduralMeshComponent.h" |
Syntax
USTRUCT (BlueprintType )
struct FProcMeshTangent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ProceduralMeshComponent.h | |||
FProcMeshTangent
(
FVector InTangentX, |
ProceduralMeshComponent.h | ||
FProcMeshTangent
(
float X, |
ProceduralMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFlipTangentY | bool | Bool that indicates whether we should flip the Y tangent when we compute it using cross product | ProceduralMeshComponent.h |
|
| TangentX | FVector | Direction of X tangent for this vertex | ProceduralMeshComponent.h |
|