Navigation
API > API/Plugins > API/Plugins/ProceduralMeshComponent
Inheritance Hierarchy
- UMeshComponent
- IInterface_CollisionDataProvider
- UProceduralMeshComponent
- UCalibrationPointComponent
- UDisplayClusterStageIsosphereComponent
References
| Module | ProceduralMeshComponent |
| Header | /Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
| Include | #include "ProceduralMeshComponent.h" |
Syntax
UCLASS (HideCategories=(Object, LOD), Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering)
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 | |
|---|---|---|---|
| bool | bUseAsyncCooking | Controls whether the physics cooking should be done off the game thread. | |
| bool | bUseComplexAsSimpleCollision | Controls whether the complex (Per poly) geometry should be treated as 'simple' collision. | |
| TObjectPtr< class UBodySetup > | ProcMeshBodySetup | Collision data |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UProceduralMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddCollisionConvexMesh
(
TArray< FVector > ConvexVerts |
Add simple collision convex to this component | |
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
||
| void | Clear all mesh sections and reset to empty state | ||
| void | Remove collision meshes from this component | ||
| void | ClearMeshSection
(
int32 SectionIndex |
Clear a section of the procedural mesh. Other sections do not change index. | |
| bool | ContainsPhysicsTriMeshData
(
bool InUseAllTriData |
||
| void | CreateMeshSection
(
int32 SectionIndex, |
||
| void | CreateMeshSection
(
int32 SectionIndex, |
Create/replace a section for this procedural mesh component. | |
| void | CreateMeshSection_LinearColor
(
int32 SectionIndex, |
Create/replace a section for this procedural mesh component. | |
| void | CreateMeshSection_LinearColor
(
int32 SectionIndex, |
||
| FPrimitiveSceneProxy * | |||
| UBodySetup * | GetBodySetup () |
||
| UMaterialInterface * | GetMaterialFromCollisionFaceIndex
(
int32 FaceIndex, |
||
| int32 | |||
| int32 | Returns number of sections currently created for this component | ||
| bool | GetPhysicsTriMeshData
(
FTriMeshCollisionData* CollisionData, |
||
| FProcMeshSection * | GetProcMeshSection
(
int32 SectionIndex |
Get pointer to internal data for one section of this procedural mesh component. | |
| bool | GetTriMeshSizeEstimates
(
FTriMeshCollisionDataEstimates& OutTriMeshEstimates, |
||
| bool | IsMeshSectionVisible
(
int32 SectionIndex |
Returns whether a particular section is currently visible | |
| void | PostLoad () |
||
| void | SetCollisionConvexMeshes
(
const TArray< TArray< FVector > >& ConvexMeshes |
Function to replace all simple collision in one go | |
| void | SetMeshSectionVisible
(
int32 SectionIndex, |
Control visibility of a particular section | |
| void | SetProcMeshSection
(
int32 SectionIndex, |
Replace a section with new section geometry | |
| void | UpdateMeshSection
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. | |
| void | UpdateMeshSection
(
int32 SectionIndex, |
||
| void | UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
||
| void | UpdateMeshSection_LinearColor
(
int32 SectionIndex, |
Updates a section of this procedural mesh component. | |
| bool |