Class ProceduralMeshComponent
Component that allows you to specify custom triangle mesh geometry Beware! This feature is experimental and may be substantially changed in future releases.
Inheritance
Inherited Members
Namespace: UE4.ProceduralMeshComponent
Assembly: UE4DotNet.dll
Syntax
public class ProceduralMeshComponent : MeshComponent
Properties
| Improve this Doc View SourceAsyncBodySetupQueue
Queue for async body setups that are being cooked
Declaration
public ObjectArrayField<BodySetup> AsyncBodySetupQueue { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<BodySetup> |
bUseAsyncCooking
Declaration
public bool bUseAsyncCooking { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseComplexAsSimpleCollision
Declaration
public bool bUseComplexAsSimpleCollision { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static ProceduralMeshComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
ProceduralMeshComponent |
LocalBounds
Local space bounds of mesh
Declaration
public BoxSphereBounds LocalBounds { get; set; }
Property Value
Type | Description |
---|---|
BoxSphereBounds |
ProcMeshBodySetup
Collision data
Declaration
public BodySetup ProcMeshBodySetup { get; set; }
Property Value
Type | Description |
---|---|
BodySetup |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceAddCollisionConvexMesh(Byte)
Add simple collision convex to this component
Declaration
public void AddCollisionConvexMesh(byte ConvexVerts)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | ConvexVerts |
ClearAllMeshSections()
Clear all mesh sections and reset to empty state
Declaration
public void ClearAllMeshSections()
ClearCollisionConvexMeshes()
Add simple collision convex to this component
Declaration
public void ClearCollisionConvexMeshes()
ClearMeshSection(Int32)
Clear a section of the procedural mesh. Other sections do not change index.
Declaration
public void ClearMeshSection(int SectionIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex |
CreateMeshSection(Int32, Byte, Byte, Byte, Byte, Byte, Byte, Boolean)
Create/replace a section for this procedural mesh component.
Declaration
public void CreateMeshSection(int SectionIndex, byte Vertices, byte Triangles, byte Normals, byte UV0, byte VertexColors, byte Tangents, bool bCreateCollision)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex | |
System.Byte | Vertices | |
System.Byte | Triangles | |
System.Byte | Normals | |
System.Byte | UV0 | |
System.Byte | VertexColors | |
System.Byte | Tangents | |
System.Boolean | bCreateCollision |
Remarks
This function is deprecated for Blueprints because it uses the unsupported 'Color' type. Use new 'Create Mesh Section' function which uses LinearColor instead. @param SectionIndex Index of the section to create or replace. @param Vertices Vertex buffer of all vertex positions to use for this mesh section. @param Triangles Index buffer indicating which vertices make up each triangle. Length must be a multiple of 3. @param Normals Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. @param UV0 Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. @param VertexColors Optional array of colors for each vertex. If supplied, must be same length as Vertices array. @param Tangents Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array. @param bCreateCollision Indicates whether collision should be created for this section. This adds significant cost.
CreateMeshSection_LinearColor(Int32, Byte, Byte, Byte, Byte, Byte, Byte, Byte, Byte, Byte, Boolean)
Create/replace a section for this procedural mesh component.
Declaration
public void CreateMeshSection_LinearColor(int SectionIndex, byte Vertices, byte Triangles, byte Normals, byte UV0, byte UV1, byte UV2, byte UV3, byte VertexColors, byte Tangents, bool bCreateCollision)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex | |
System.Byte | Vertices | |
System.Byte | Triangles | |
System.Byte | Normals | |
System.Byte | UV0 | |
System.Byte | UV1 | |
System.Byte | UV2 | |
System.Byte | UV3 | |
System.Byte | VertexColors | |
System.Byte | Tangents | |
System.Boolean | bCreateCollision |
Remarks
@param SectionIndex Index of the section to create or replace. @param Vertices Vertex buffer of all vertex positions to use for this mesh section. @param Triangles Index buffer indicating which vertices make up each triangle. Length must be a multiple of 3. @param Normals Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. @param UV0 Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. @param VertexColors Optional array of colors for each vertex. If supplied, must be same length as Vertices array. @param Tangents Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array. @param bCreateCollision Indicates whether collision should be created for this section. This adds significant cost.
GetNumSections()
Returns number of sections currently created for this component
Declaration
public int GetNumSections()
Returns
Type | Description |
---|---|
System.Int32 |
IsMeshSectionVisible(Int32)
Returns whether a particular section is currently visible
Declaration
public bool IsMeshSectionVisible(int SectionIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex |
Returns
Type | Description |
---|---|
System.Boolean |
New(UObject, Name)
Spawn an object of this class
Declaration
public static ProceduralMeshComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
ProceduralMeshComponent |
SetMeshSectionVisible(Int32, Boolean)
Control visibility of a particular section
Declaration
public void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex | |
System.Boolean | bNewVisibility |
UpdateMeshSection(Int32, Byte, Byte, Byte, Byte, Byte)
Updates a section of this procedural mesh component.
Declaration
public void UpdateMeshSection(int SectionIndex, byte Vertices, byte Normals, byte UV0, byte VertexColors, byte Tangents)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex | |
System.Byte | Vertices | |
System.Byte | Normals | |
System.Byte | UV0 | |
System.Byte | VertexColors | |
System.Byte | Tangents |
Remarks
This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated. This function is deprecated for Blueprints because it uses the unsupported 'Color' type. Use new 'Create Mesh Section' function which uses LinearColor instead. @param Vertices Vertex buffer of all vertex positions to use for this mesh section. @param Normals Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. @param UV0 Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. @param VertexColors Optional array of colors for each vertex. If supplied, must be same length as Vertices array. @param Tangents Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array.
UpdateMeshSection_LinearColor(Int32, Byte, Byte, Byte, Byte, Byte, Byte, Byte, Byte)
Updates a section of this procedural mesh component.
Declaration
public void UpdateMeshSection_LinearColor(int SectionIndex, byte Vertices, byte Normals, byte UV0, byte UV1, byte UV2, byte UV3, byte VertexColors, byte Tangents)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | SectionIndex | |
System.Byte | Vertices | |
System.Byte | Normals | |
System.Byte | UV0 | |
System.Byte | UV1 | |
System.Byte | UV2 | |
System.Byte | UV3 | |
System.Byte | VertexColors | |
System.Byte | Tangents |
Remarks
This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated. @param Vertices Vertex buffer of all vertex positions to use for this mesh section. @param Normals Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. @param UV0 Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. @param VertexColors Optional array of colors for each vertex. If supplied, must be same length as Vertices array. @param Tangents Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array.
Operators
| Improve this Doc View SourceImplicit(IntPtr to ProceduralMeshComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator ProceduralMeshComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
ProceduralMeshComponent |