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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FDynamicMeshEditor
Description
Create multiple meshes out of the source mesh by splitting triangles out. Static because it creates multiple output meshes, so doesn't quite fit in the FDynamicMeshEditor model of operating on a single mesh
| Name | SplitMesh |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMeshEditor.cpp |
static bool SplitMesh
(
const FDynamicMesh3 * SourceMesh,
TArray < FDynamicMesh3 > & SplitMeshes,
TFunctionRef < int> TriIDToMeshID,
int DeleteMeshID,
TArray < int32 > * MeshIDPerSplitMesh,
bool bSortByMeshID
)
true if needed split, false if there were not multiple mesh ids so no split was needed
Parameters
| Name | Remarks |
|---|---|
| SourceMesh | The mesh to split |
| SplitMeshes | An array with one mesh per unique Mesh ID found in SourceMesh (optionally excluding the DeleteMeshID) |
| TriIDToMeshID | A function mapping Triangle IDs to Mesh IDs |
| DeleteMeshID | If non-negative, triangles with this Mesh ID will be removed rather than being placed in a split mesh |
| MeshIDPerSplitMesh | If non-null, will be filled with the Mesh ID for each of the SplitMeshes generated |
| bSortByMeshID | If true, SplitMeshes will be sorted in order of increasing Mesh ID |