Navigation
API > API/Runtime > API/Runtime/GeometryFramework
Blueprints with this parent class can define general processing to apply to a dynamic mesh which can then be used to define procedural operations e.g. in Dataflow or other contexts
| Name | UDynamicMeshProcessorBlueprint |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryFramework/Public/DynamicMeshProcessor.h |
| Include Path | #include "DynamicMeshProcessor.h" |
Syntax
UCLASS (MinimalAPI, Abstract, BlueprintType, Blueprintable)
class UDynamicMeshProcessorBlueprint : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDynamicMeshProcessorBlueprint
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRequiresGameThread | bool | Whether the blueprint must be run on the game thread i.e. if it may use nodes that aren't thread safe. | DynamicMeshProcessor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ProcessDynamicMesh
(
UDynamicMesh* TargetMesh, |
Apply some processing to change the input mesh | DynamicMeshProcessor.h |
|