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API > API/Plugins > API/Plugins/WorldPartitionHLODUtilities > API/Plugins/WorldPartitionHLODUtilities/WorldPartition > API/Plugins/WorldPartitionHLODUtilities/WorldPartition/HLOD > API/Plugins/WorldPartitionHLODUtilities/WorldPartition/HLOD/Builders > API/Plugins/WorldPartitionHLODUtilities/WorldPartition/HLOD/Builders/UHLODBuilderMesh-
- UHLODBuilder::Build()
- UHLODBuilderMeshApproximate::Build()
References
| Module | WorldPartitionHLODUtilities |
| Header | /Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h |
| Include | #include "WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h" |
| Source | /Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Private/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.cpp |
virtual TArray< UActorComponent &42; > Build
&40;
const FHLODBuildContext & InHLODBuildContext,
const TArray< UActorComponent &42; > & InSourceComponents
&41; const
Remarks
Components created with this method need to be properly outered & assigned to your target actor.