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API > API/Plugins > API/Plugins/PCGMeshPartitionInterop
Caches mesh data required to sample a built mega mesh section quickly without performing conversions between mesh formats dynamically. #todo: This component is an intermediate step, we will eventually have a full caching system that will be able to store spatial trees and mesh data for layers in the procedural modifier stack.
| Name | UPCGDataComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/PCGMeshPartitionInterop/Source/PCGMeshPartitionInterop/Public/MeshPartitionPCGDataComponent.h |
| Include Path | #include "MeshPartitionPCGDataComponent.h" |
Syntax
UCLASS (MinimalAPI, Meta=(DisplayName="Mesh Partition PCG Data Component"))
class UPCGDataComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UPCGDataComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGDataComponent() |
MeshPartitionPCGDataComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedPtr< const FMeshData > GetMesh() |
MeshPartitionPCGDataComponent.h | ||
TSharedPtr< FMeshABBTree3 > GetSpatial() |
MeshPartitionPCGDataComponent.h | ||
Tasks::FTask GetSpatialBuildTask() |
MeshPartitionPCGDataComponent.h | ||
void SetMesh
(
FMeshData&& InMesh |
MeshPartitionPCGDataComponent.h |
Public Virtual
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnUnregister() |
UActorComponent Implementation. | MeshPartitionPCGDataComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
MeshPartitionPCGDataComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
UObject Implementation. | MeshPartitionPCGDataComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void StartSpatialAsyncBuild() |
MeshPartitionPCGDataComponent.h |