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API > API/Plugins > API/Plugins/PCGMeshPartitionInteropEditor
The PCG Adapter modifier spawns a MeshPartition::UPCGDataComponent on the final processed mesh. The PCGDataComponent contains a cached FDynamicMesh and FDynamicMeshAABBTree which are used for editor and runtime pcg sampling of the built mesh data
| Name | UPCGAdapterComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/PCGMeshPartitionInterop/Source/PCGMeshPartitionInteropEditor/Public/MeshPartitionPCGAdapterComponent.h |
| Include Path | #include "MeshPartitionPCGAdapterComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent, DisplayName="Mesh Partition PCG Adapter Component"))
class UPCGAdapterComponent : public UE::MeshPartition::UModifierComponent
Inheritance Hierarchy
- FRenderAssetOwnerStreamingState → UPrimitiveComponent → UModifierComponent → UPCGAdapterComponent
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UModifierComponent → UPCGAdapterComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsBodyInstanceOwner
- IPhysicsBodyInstanceOwnerResolver
- IPhysicsComponent
- IModifierBlueprintInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGAdapterComponent() |
MeshPartitionPCGAdapterComponent.h |
Functions
Public
Public Virtual
Overridden from UModifierComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< FBox > ComputeBounds() |
MeshPartitionPCGAdapterComponent.h | ||
virtual void PostBuildSectionMesh
(
AActor* InSection, |
Begin MeshPartition::UModifierComponent Implementation. | MeshPartitionPCGAdapterComponent.h |