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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 |
void FastNotifyTriangleVerticesUpdated_ApplyPrecompute
&40;
const TArray< int32 > & Triangles,
EMeshRenderAttributeFlags UpdatedAttributes,
TFuture< bool > & Precompute,
const TArray< int32 > & UpdateSets,
const UE::Geometry::FAxisAlignedBox3d & UpdateSetBounds
&41;
Remarks
This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles. The assumption is that FastNotifyTriangleVerticesUpdated_TryPrecompute() was used to get the Precompute future, this function will Wait() until it is done and then use the UpdateSets and UpdateSetBounds that were computed (must be the same variables passed to FastNotifyTriangleVerticesUpdated_TryPrecompute). If the Precompute future returns false, then we forward the call to FastNotifyTriangleVerticesUpdated(), which will do more work.