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API > API/Runtime > API/Runtime/GeometryFramework > API/Runtime/GeometryFramework/UBaseDynamicMeshComponent
Description
Secondary Render Buffers support. This requires implementation in subclasses. It allows a subset of the mesh triangles to be moved to a separate set of render buffers, which can then have a separate material (eg to highlight faces), or be shown/hidden independently. Set an active secondary render material.
| Name | SetSecondaryRenderMaterial |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryFramework/Public/Components/BaseDynamicMeshComponent.h |
| Include Path | #include "Components/BaseDynamicMeshComponent.h" |
| Source | /Engine/Source/Runtime/GeometryFramework/Private/Components/BaseDynamicMeshComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Dynamic Mesh Component")
virtual void SetSecondaryRenderMaterial
(
UMaterialInterface * Material
)