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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/DynamicMesh > API/Runtime/GeometryCore/DynamicMesh/FColliderMesh
References
| Module | GeometryCore |
| Header | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/ColliderMesh.h |
| Include | #include "DynamicMesh/ColliderMesh.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMesh/ColliderMesh.cpp |
int FindNearestTriangle
&40;
const FVector3d & Point,
double & NearestDistSqrOut,
const IMeshSpatial::FQueryOptions & Options
&41; const
Remarks
Find the TriangleID closest to P on the collider mesh, and distance to it, within distance MaxDist, or return InvalidID. Use GetSourceTriangleID() to map the TriangleID back to the source mesh. Use MeshQueries.TriangleDistance() to get more information.