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API > API/Plugins > API/Plugins/ProceduralMeshComponent
Component that allows you to specify custom triangle mesh geometry Beware! This feature is experimental and may be substantially changed in future releases.
| Name | UProceduralMeshComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
| Include Path | #include "ProceduralMeshComponent.h" |
Syntax
UCLASS (MinimalAPI, HideCategories=(Object, LOD), Meta=(BlueprintSpawnableComponent),
ClassGroup=Rendering)
class UProceduralMeshComponent :
public UMeshComponent ,
public IInterface_CollisionDataProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UProceduralMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IInterface_CollisionDataProvider
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UProceduralMeshComponent
(
const FObjectInitializer& ObjectInitializer |
ProceduralMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseAsyncCooking | bool | Controls whether the physics cooking should be done off the game thread. | ProceduralMeshComponent.h |
|
| bUseComplexAsSimpleCollision | bool | Controls whether the complex (Per poly) geometry should be treated as 'simple' collision. | ProceduralMeshComponent.h |
|
| ProcMeshBodySetup | TObjectPtr< class UBodySetup > | Collision data | ProceduralMeshComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncBodySetupQueue | TArray< TObjectPtr< UBodySetup > > | Queue for async body setups that are being cooked | ProceduralMeshComponent.h |
|
| CollisionConvexElems | TArray< FKConvexElem > | Convex shapes used for simple collision | ProceduralMeshComponent.h | |
| LocalBounds | FBoxSphereBounds | Local space bounds of mesh | ProceduralMeshComponent.h | |
| ProcMeshSections | TArray< FProcMeshSection > | Array of sections of mesh | ProceduralMeshComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCollisionConvexMesh
(
TArray< FVector > ConvexVerts |
Add simple collision convex to this component | ProceduralMeshComponent.h |
|
void ClearAllMeshSections() |
Clear all mesh sections and reset to empty state | ProceduralMeshComponent.h |
|
void ClearCollisionConvexMeshes() |
Remove collision meshes from this component | ProceduralMeshComponent.h |
|
void ClearMeshSection
(
int32 SectionIndex |
Clear a section of the procedural mesh. Other sections do not change index. | ProceduralMeshComponent.h |
|
virtual bool ContainsPhysicsTriMeshData
(
bool InUseAllTriData |
ProceduralMeshComponent.h | ||
void CreateMeshSection
(
int32 SectionIndex, |
ProceduralMeshComponent.h | ||
void CreateMeshSection
(
int32 SectionIndex, |
Create/replace a section for this procedural mesh component. | ProceduralMeshComponent.h |
|
void CreateMeshSection_LinearColor
(
int32 SectionIndex, |
Create/replace a section for this procedural mesh component. | ProceduralMeshComponent.h |
|
void CreateMeshSection_LinearColor
(
int32 SectionIndex, |
ProceduralMeshComponent.h | ||
int32 GetNumSections() |
Returns number of sections currently created for this component | ProceduralMeshComponent.h |
|
virtual bool GetPhysicsTriMeshData
(
FTriMeshCollisionData* CollisionData, |
ProceduralMeshComponent.h | ||
FProcMeshSection * GetProcMeshSection
(
int32 SectionIndex |
Get pointer to internal data for one section of this procedural mesh component. | ProceduralMeshComponent.h | |
virtual bool GetTriMeshSizeEstimates
(
FTriMeshCollisionDataEstimates& OutTriMeshEstimates, |
ProceduralMeshComponent.h | ||
bool IsMeshSectionVisible
(
int32 SectionIndex |
Returns whether a particular section is currently visible | ProceduralMeshComponent.h |
|
| Function to replace all simple collision in one go | ProceduralMeshComponent.h | ||
void SetMeshSectionVisible
(
int32 SectionIndex, |
Control visibility of a particular section | ProceduralMeshComponent.h |
|
void SetProcMeshSection
(
int32 SectionIndex, |
Replace a section with new section geometry | ProceduralMeshComponent.h | |
void UpdateMeshSection
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. | ProceduralMeshComponent.h |
|
void UpdateMeshSection
(
int32 SectionIndex, |
ProceduralMeshComponent.h | ||
void UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
ProceduralMeshComponent.h | ||
void UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. | ProceduralMeshComponent.h |
|
virtual bool WantsNegXTriMesh() |
ProceduralMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
ProceduralMeshComponent.h | ||
virtual UBodySetup * GetBodySetup() |
ProceduralMeshComponent.h | ||
virtual UMaterialInterface * GetMaterialFromCollisionFaceIndex
(
int32 FaceIndex, |
ProceduralMeshComponent.h | ||
virtual int32 GetNumMaterials() |
ProceduralMeshComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
ProceduralMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
ProceduralMeshComponent.h |