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API > API/Plugins > API/Plugins/ProceduralMeshComponent > API/Plugins/ProceduralMeshComponent/UProceduralMeshComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
ProceduralMeshComponent.h | ||
void UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. | ProceduralMeshComponent.h |
|
UpdateMeshSection_LinearColor(int32, const TArray< FVector > &, const TArray< FVector > &, const TArray< FVector2D > &, const TArray< FLinearColor > &, const TArray< FProcMeshTangent > &, bool)
| Name | UpdateMeshSection_LinearColor |
| Type | function |
| Header File | /Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
| Include Path | #include "ProceduralMeshComponent.h" |
void UpdateMeshSection_LinearColor
(
int32 SectionIndex,
const TArray < FVector > & Vertices,
const TArray < FVector > & Normals,
const TArray < FVector2D > & UV0,
const TArray < FLinearColor > & VertexColors,
const TArray < FProcMeshTangent > & Tangents,
bool bSRGBConversion
)
UpdateMeshSection_LinearColor(int32, const TArray< FVector > &, const TArray< FVector > &, const TArray< FVector2D > &, const TArray< FVector2D > &, const TArray< FVector2D > &, const TArray< FVector2D > &, const TArray< FLinearColor > &, const TArray< FProcMeshTangent > &, UPARAM(DisplayName="SRGB Conversion") bool)
Description
Updates a section of this procedural mesh component. This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated.
| Name | UpdateMeshSection_LinearColor |
| Type | function |
| Header File | /Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
| Include Path | #include "ProceduralMeshComponent.h" |
UFUNCTION (BlueprintCallable, Category="Components|ProceduralMesh",
Meta=(DisplayName="Update Mesh Section", AutoCreateRefTerm="Normals,UV0,UV1,UV2,UV3,VertexColors,Tangents", AdvancedDisplay="UV1,UV2,UV3"))
void UpdateMeshSection_LinearColor
(
int32 SectionIndex,
const TArray < FVector > & Vertices,
const TArray < FVector > & Normals,
const TArray < FVector2D > & UV0,
const TArray < FVector2D > & UV1,
const TArray < FVector2D > & UV2,
const TArray < FVector2D > & UV3,
const TArray < FLinearColor > & VertexColors,
const TArray < FProcMeshTangent > & Tangents,
UPARAM(DisplayName="SRGB Conversion") bool bSRGBConversion
)
Parameters
| Name | Remarks |
|---|---|
| Vertices | Vertex buffer of all vertex positions to use for this mesh section. |
| Normals | Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. |
| UV0 | Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. |
| VertexColors | Optional array of colors for each vertex. If supplied, must be same length as Vertices array. |
| Tangents | Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array. |
| bSRGBConversion | Whether to do sRGB conversion when converting FLinearColor to FColor |