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Class KismetProceduralMeshLibrary

Kismet Procedural Mesh Library

Inheritance
System.Object
UObject
BlueprintFunctionLibrary
KismetProceduralMeshLibrary
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.ProceduralMeshComponent
Assembly: UE4DotNet.dll
Syntax
public class KismetProceduralMeshLibrary : BlueprintFunctionLibrary

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static KismetProceduralMeshLibrary DefaultObject { get; }
Property Value
Type Description
KismetProceduralMeshLibrary
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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CalculateTangentsForMesh(Byte, Byte, Byte)

Automatically generate normals and tangent vectors for a mesh UVs are required for correct tangent generation.

Declaration
public static (IReadOnlyCollection<Vector>, IReadOnlyCollection<ProcMeshTangent>) CalculateTangentsForMesh(byte Vertices, byte Triangles, byte UVs)
Parameters
Type Name Description
System.Byte Vertices
System.Byte Triangles
System.Byte UVs
Returns
Type Description
System.ValueTuple<System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<ProcMeshTangent>>
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ConvertQuadToTriangles(Byte, Int32, Int32, Int32, Int32)

Add a quad, specified by four indices, to a triangle index buffer as two triangles.

Declaration
public static void ConvertQuadToTriangles(byte Triangles, int Vert0, int Vert1, int Vert2, int Vert3)
Parameters
Type Name Description
System.Byte Triangles
System.Int32 Vert0
System.Int32 Vert1
System.Int32 Vert2
System.Int32 Vert3
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CopyProceduralMeshFromStaticMeshComponent(StaticMeshComponent, Int32, ProceduralMeshComponent, Boolean)

Copy materials from StaticMeshComponent to ProceduralMeshComponent.

Declaration
public static void CopyProceduralMeshFromStaticMeshComponent(StaticMeshComponent StaticMeshComponent, int LODIndex, ProceduralMeshComponent ProcMeshComponent, bool bCreateCollision)
Parameters
Type Name Description
StaticMeshComponent StaticMeshComponent
System.Int32 LODIndex
ProceduralMeshComponent ProcMeshComponent
System.Boolean bCreateCollision
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CreateGridMeshTriangles(Int32, Int32, Boolean)

Generate an index buffer for a grid of quads.

Declaration
public static IReadOnlyCollection<int> CreateGridMeshTriangles(int NumX, int NumY, bool bWinding)
Parameters
Type Name Description
System.Int32 NumX
System.Int32 NumY
System.Boolean bWinding
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<System.Int32>
Remarks

@param NumX Number of vertices in X direction (must be >= 2) @param NumY Number of vertices in y direction (must be >= 2) @param bWinding Reverses winding of indices generated for each quad @out Triangles Output index buffer

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GenerateBoxMesh(Vector)

Generate vertex and index buffer for a simple box, given the supplied dimensions. Normals, UVs and tangents are also generated for each vertex.

Declaration
public static (IReadOnlyCollection<Vector>, IReadOnlyCollection<int>, IReadOnlyCollection<Vector>, IReadOnlyCollection<Vector2D>, IReadOnlyCollection<ProcMeshTangent>) GenerateBoxMesh(Vector BoxRadius)
Parameters
Type Name Description
Vector BoxRadius
Returns
Type Description
System.ValueTuple<System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<System.Int32>, System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<Vector2D>, System.Collections.Generic.IReadOnlyCollection<ProcMeshTangent>>
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GetSectionFromProceduralMesh(ProceduralMeshComponent, Int32)

Grab geometry data from a ProceduralMeshComponent.

Declaration
public static (IReadOnlyCollection<Vector>, IReadOnlyCollection<int>, IReadOnlyCollection<Vector>, IReadOnlyCollection<Vector2D>, IReadOnlyCollection<ProcMeshTangent>) GetSectionFromProceduralMesh(ProceduralMeshComponent InProcMesh, int SectionIndex)
Parameters
Type Name Description
ProceduralMeshComponent InProcMesh
System.Int32 SectionIndex
Returns
Type Description
System.ValueTuple<System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<System.Int32>, System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<Vector2D>, System.Collections.Generic.IReadOnlyCollection<ProcMeshTangent>>
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GetSectionFromStaticMesh(StaticMesh, Int32, Int32)

Grab geometry data from a StaticMesh asset.

Declaration
public static (IReadOnlyCollection<Vector>, IReadOnlyCollection<int>, IReadOnlyCollection<Vector>, IReadOnlyCollection<Vector2D>, IReadOnlyCollection<ProcMeshTangent>) GetSectionFromStaticMesh(StaticMesh InMesh, int LODIndex, int SectionIndex)
Parameters
Type Name Description
StaticMesh InMesh
System.Int32 LODIndex
System.Int32 SectionIndex
Returns
Type Description
System.ValueTuple<System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<System.Int32>, System.Collections.Generic.IReadOnlyCollection<Vector>, System.Collections.Generic.IReadOnlyCollection<Vector2D>, System.Collections.Generic.IReadOnlyCollection<ProcMeshTangent>>
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New(UObject, Name)

Spawn an object of this class

Declaration
public static KismetProceduralMeshLibrary New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
KismetProceduralMeshLibrary
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SliceProceduralMesh(ProceduralMeshComponent, Vector, Vector, Boolean, EProcMeshSliceCapOption, MaterialInterface)

Slice the ProceduralMeshComponent (including simple convex collision) using a plane.

Declaration
public static ProceduralMeshComponent SliceProceduralMesh(ProceduralMeshComponent InProcMesh, Vector PlanePosition, Vector PlaneNormal, bool bCreateOtherHalf, EProcMeshSliceCapOption CapOption, MaterialInterface CapMaterial)
Parameters
Type Name Description
ProceduralMeshComponent InProcMesh
Vector PlanePosition
Vector PlaneNormal
System.Boolean bCreateOtherHalf
EProcMeshSliceCapOption CapOption
MaterialInterface CapMaterial
Returns
Type Description
ProceduralMeshComponent
Remarks

Optionally create 'cap' geometry. @param InProcMesh ProceduralMeshComponent to slice @param PlanePosition Point on the plane to use for slicing, in world space @param PlaneNormal Normal of plane used for slicing. Geometry on the positive side of the plane will be kept. @param bCreateOtherHalf If true, an additional ProceduralMeshComponent (OutOtherHalfProcMesh) will be created using the other half of the sliced geometry @param OutOtherHalfProcMesh If bCreateOtherHalf is set, this is the new component created. Its owner will be the same as the supplied InProcMesh. @param CapOption If and how to create 'cap' geometry on the slicing plane @param CapMaterial If creating a new section for the cap, assign this material to that section

Operators

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Implicit(IntPtr to KismetProceduralMeshLibrary)

Convert from IntPtr to UObject

Declaration
public static implicit operator KismetProceduralMeshLibrary(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
KismetProceduralMeshLibrary
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