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API > API/Runtime > API/Runtime/GeometryFramework > API/Runtime/GeometryFramework/Components > API/Runtime/GeometryFramework/Components/FMeshRenderDecomposition
References
| Module | GeometryFramework |
| Header | /Engine/Source/Runtime/GeometryFramework/Public/Components/MeshRenderDecomposition.h |
| Include | #include "Components/MeshRenderDecomposition.h" |
| Source | /Engine/Source/Runtime/GeometryFramework/Private/Components/MeshRenderDecomposition.cpp |
static void BuildChunkedDecomposition
&40;
const FDynamicMesh3 &42; Mesh,
const FComponentMaterialSet &42; MaterialSet,
FMeshRenderDecomposition & Decomp,
int32 MaxChunkSize
&41;
Remarks
Build per-material decomposition, and then split each of those into chunks of at most MaxChunkSize (actual chunk sizes will be highly variable and some may be very small...)