Navigation
API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript > API/Plugins/GeometryScriptingCore/GeometryScript/UGeometryScriptL-_33
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/SceneUtilityFunctions.h |
| Include | #include "GeometryScript/SceneUtilityFunctions.h" |
| Source | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Private/SceneUtilityFunctions.cpp |
static UDynamicMesh &42; CopyCollisionMeshesFromObject
&40;
UObject &42; FromObject,
UDynamicMesh &42; ToDynamicMesh,
bool bTransformToWorld,
FTransform & LocalToWorld,
EGeometryScriptOutcomePins & Outcome,
bool bUseComplexCollision,
int SphereResolution,
UGeometryScriptDebug &42; Debug
&41;
Remarks
Extract the Collision Geometry from FromObject and copy/approximate it with meshes stored in ToDynamicMesh. For Simple Collision, FromObject can be a StaticMesh Asset or any PrimitiveComponent For Complex Collision, FromObject can be a StaticMesh Asset, StaticMeshComponent, or DynamicMeshComponent
Parameters
| Name | Description |
|---|---|
| bTransformToWorld | if true, output mesh is in World space |
| LocalToWorld | local-to-world transform is returned here (whether mesh is in local or world space) |
| bUseComplexCollision | if true, complex collision is extracted, otherwise Simple collision shapes are meshed |
| SphereResolution | determines tessellation density of sphere and capsule shapes |