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Unreal Engine C++ API Reference > Plugins > ProceduralMeshComponent
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UProceduralMeshComponent
- UAppleARKitFaceMeshComponent
- UCalibrationPointComponent
References
Module | ProceduralMeshComponent |
Header | /Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
Include | #include "ProceduralMeshComponent.h" |
Syntax
UCLASS&40;HideCategories&61;&40;Object, LOD&41;, Meta&61;&40;BlueprintSpawnableComponent&41;, ClassGroup&61;Rendering&41;
class UProceduralMeshComponent :
public UMeshComponent,
public IInterface_CollisionDataProvider
Remarks
Component that allows you to specify custom triangle mesh geometry Beware! This feature is experimental and may be substantially changed in future releases.
Variables
Type | Name | Description | |
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bool | bUseAsyncCooking | Controls whether the physics cooking should be done off the game thread. |
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bool | bUseComplexAsSimpleCollision | Controls whether the complex (Per poly) geometry should be treated as 'simple' collision. |
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TObjectPtr< class UBodySetup > | ProcMeshBodySetup | Collision data |
Constructors
Type | Name | Description | |
---|---|---|---|
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UProceduralMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddCollisionConvexMesh
(
TArray< FVector > ConvexVerts |
Add simple collision convex to this component |
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void | Clear all mesh sections and reset to empty state | |
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void | Remove collision meshes from this component | |
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void | ClearMeshSection
(
int32 SectionIndex |
Clear a section of the procedural mesh. Other sections do not change index. |
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void | CreateMeshSection
(
int32 SectionIndex, |
|
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void | CreateMeshSection
(
int32 SectionIndex, |
Create/replace a section for this procedural mesh component. |
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void | CreateMeshSection_LinearColor
(
int32 SectionIndex, |
Create/replace a section for this procedural mesh component. |
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void | CreateMeshSection_LinearColor
(
int32 SectionIndex, |
|
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int32 | Returns number of sections currently created for this component | |
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FProcMeshSection * | GetProcMeshSection
(
int32 SectionIndex |
Get pointer to internal data for one section of this procedural mesh component. |
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bool | IsMeshSectionVisible
(
int32 SectionIndex |
Returns whether a particular section is currently visible |
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void | SetCollisionConvexMeshes
(
const TArray< TArray< FVector > >& ConvexMeshes |
Function to replace all simple collision in one go |
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void | SetMeshSectionVisible
(
int32 SectionIndex, |
Control visibility of a particular section |
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void | SetProcMeshSection
(
int32 SectionIndex, |
Replace a section with new section geometry |
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void | UpdateMeshSection
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. |
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void | UpdateMeshSection
(
int32 SectionIndex, |
|
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void | UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
|
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void | UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. |
Overridden from UPrimitiveComponent
Type | Name | Description | |
---|---|---|---|
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FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | |
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UBodySetup * | GetBodySetup () |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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UMaterialInterface * | GetMaterialFromCollisionFaceIndex
(
int32 FaceIndex, |
Try and retrieve the material applied to a particular collision face of mesh. |
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int32 | Return number of material elements in this primitive |
Overridden from USceneComponent
Type | Name | Description | |
---|---|---|---|
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Overridden from IInterface_CollisionDataProvider
Type | Name | Description | |
---|---|---|---|
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bool | ContainsPhysicsTriMeshData
(
bool InUseAllTriData |
Interface for checking if the implementing objects contains triangle mesh collision data |
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bool | GetPhysicsTriMeshData
(
FTriMeshCollisionData* CollisionData, |
Interface for retrieving triangle mesh collision data from the implementing object |
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bool | GetTriMeshSizeEstimates
(
FTriMeshCollisionDataEstimates& OutTriMeshEstimates, |
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData. |
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bool | Do we want to create a negative version of this mesh |