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API > API/Runtime > API/Runtime/GeometryFramework > API/Runtime/GeometryFramework/Components > API/Runtime/GeometryFramework/Components/UDynamicMeshComponent
References
| Module | GeometryFramework |
| Header | /Engine/Source/Runtime/GeometryFramework/Public/Components/DynamicMeshComponent.h |
| Include | #include "Components/DynamicMeshComponent.h" |
| Source | /Engine/Source/Runtime/GeometryFramework/Private/Components/DynamicMeshComponent.cpp |
virtual void EnableSecondaryTriangleBuffers
(
TUniqueFunction< bool(const FDynamicMesh3 *, int32)> SecondaryTriFilterFunc
)
Remarks
Support for Secondary triangle index buffers. When this is configured, then triangles identified by the filtering predicate function will be placed in a second set of RenderBuffers at the SceneProxy level. This can be combined with the SecondaryRenderMaterial support in UBaseDynamicMeshComponent to draw that triangle set with a different material, to efficiently accomplish UI features like highlighting a subset of mesh triangles. If Secondary triangle buffers are enabled, then we will filter triangles that pass the given predicate function into a second index buffer. These triangles will be drawn with the Secondary render material that is set in the BaseDynamicMeshComponent. Calling this function invalidates the SceneProxy.