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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
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
ProceduralMeshComponent
Inherited Members
MeshComponent.GetMaterialIndex(Name)
MeshComponent.GetMaterials()
MeshComponent.GetMaterialSlotNames()
MeshComponent.IsMaterialSlotNameValid(Name)
MeshComponent.PrestreamTextures(Single, Boolean, Int32)
MeshComponent.SetScalarParameterValueOnMaterials(Name, Single)
MeshComponent.SetVectorParameterValueOnMaterials(Name, Vector)
MeshComponent.OverrideMaterials
PrimitiveComponent.AddAngularImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInRadians(Vector, Name, Boolean)
PrimitiveComponent.AddForce(Vector, Name, Boolean)
PrimitiveComponent.AddForceAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddForceAtLocationLocal(Vector, Vector, Name)
PrimitiveComponent.AddImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddImpulseAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddRadialForce(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddTorque(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInRadians(Vector, Name, Boolean)
PrimitiveComponent.CanCharacterStepUp(Pawn)
PrimitiveComponent.ClearMoveIgnoreActors()
PrimitiveComponent.ClearMoveIgnoreComponents()
PrimitiveComponent.CopyArrayOfMoveIgnoreActors()
PrimitiveComponent.CopyArrayOfMoveIgnoreComponents()
PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(Int32)
PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
PrimitiveComponent.CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
PrimitiveComponent.GetAngularDamping()
PrimitiveComponent.GetCenterOfMass(Name)
PrimitiveComponent.GetClosestPointOnCollision(Vector, Name)
PrimitiveComponent.GetCollisionEnabled()
PrimitiveComponent.GetCollisionObjectType()
PrimitiveComponent.GetCollisionProfileName()
PrimitiveComponent.GetCollisionResponseToChannel(Byte)
PrimitiveComponent.GetGenerateOverlapEvents()
PrimitiveComponent.GetInertiaTensor(Name)
PrimitiveComponent.GetLinearDamping()
PrimitiveComponent.GetMass()
PrimitiveComponent.GetMassScale(Name)
PrimitiveComponent.GetMaterial(Int32)
PrimitiveComponent.GetMaterialFromCollisionFaceIndex(Int32)
PrimitiveComponent.GetNumMaterials()
PrimitiveComponent.GetOverlappingActors(SubclassOf<Actor>)
PrimitiveComponent.GetOverlappingComponents()
PrimitiveComponent.GetPhysicsAngularVelocity(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInRadians(Name)
PrimitiveComponent.GetPhysicsLinearVelocity(Name)
PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(Vector, Name)
PrimitiveComponent.GetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.IgnoreActorWhenMoving(Actor, Boolean)
PrimitiveComponent.IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
PrimitiveComponent.IsAnyRigidBodyAwake()
PrimitiveComponent.IsGravityEnabled()
PrimitiveComponent.IsOverlappingActor(Actor)
PrimitiveComponent.IsOverlappingComponent(PrimitiveComponent)
PrimitiveComponent.K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_IsCollisionEnabled()
PrimitiveComponent.K2_IsPhysicsCollisionEnabled()
PrimitiveComponent.K2_IsQueryCollisionEnabled()
PrimitiveComponent.K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.PutRigidBodyToSleep(Name)
PrimitiveComponent.ScaleByMomentOfInertia(Vector, Name)
PrimitiveComponent.SetAllMassScale(Single)
PrimitiveComponent.SetAllPhysicsAngularVelocity(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsLinearVelocity(Vector, Boolean)
PrimitiveComponent.SetAllUseCCD(Boolean)
PrimitiveComponent.SetAngularDamping(Single)
PrimitiveComponent.SetBoundsScale(Single)
PrimitiveComponent.SetCastShadow(Boolean)
PrimitiveComponent.SetCenterOfMass(Vector, Name)
PrimitiveComponent.SetCollisionEnabled(Byte)
PrimitiveComponent.SetCollisionObjectType(Byte)
PrimitiveComponent.SetCollisionProfileName(Name)
PrimitiveComponent.SetCollisionResponseToAllChannels(Byte)
PrimitiveComponent.SetCollisionResponseToChannel(Byte, Byte)
PrimitiveComponent.SetConstraintMode(Byte)
PrimitiveComponent.SetCullDistance(Single)
PrimitiveComponent.SetCustomDepthStencilValue(Int32)
PrimitiveComponent.SetCustomDepthStencilWriteMask(ERendererStencilMask)
PrimitiveComponent.SetEnableGravity(Boolean)
PrimitiveComponent.SetGenerateOverlapEvents(Boolean)
PrimitiveComponent.SetLinearDamping(Single)
PrimitiveComponent.SetLockedAxis(Byte)
PrimitiveComponent.SetMassOverrideInKg(Name, Single, Boolean)
PrimitiveComponent.SetMassScale(Name, Single)
PrimitiveComponent.SetMaterial(Int32, MaterialInterface)
PrimitiveComponent.SetMaterialByName(Name, MaterialInterface)
PrimitiveComponent.SetNotifyRigidBodyCollision(Boolean)
PrimitiveComponent.SetOnlyOwnerSee(Boolean)
PrimitiveComponent.SetOwnerNoSee(Boolean)
PrimitiveComponent.SetPhysicsAngularVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsLinearVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
PrimitiveComponent.SetPhysMaterialOverride(PhysicalMaterial)
PrimitiveComponent.SetReceivesDecals(Boolean)
PrimitiveComponent.SetRenderCustomDepth(Boolean)
PrimitiveComponent.SetRenderInMainPass(Boolean)
PrimitiveComponent.SetRenderInMono(Boolean)
PrimitiveComponent.SetSimulatePhysics(Boolean)
PrimitiveComponent.SetSingleSampleShadowFromStationaryLights(Boolean)
PrimitiveComponent.SetTranslucentSortPriority(Int32)
PrimitiveComponent.SetUseCCD(Boolean, Name)
PrimitiveComponent.SetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.WakeAllRigidBodies()
PrimitiveComponent.WakeRigidBody(Name)
PrimitiveComponent.MinDrawDistance
PrimitiveComponent.LDMaxDrawDistance
PrimitiveComponent.CachedMaxDrawDistance
PrimitiveComponent.DepthPriorityGroup
PrimitiveComponent.ViewOwnerDepthPriorityGroup
PrimitiveComponent.IndirectLightingCacheQuality
PrimitiveComponent.bEnableAutoLODGeneration
PrimitiveComponent.bUseMaxLODAsImposter
PrimitiveComponent.bNeverDistanceCull
PrimitiveComponent.bAlwaysCreatePhysicsState
PrimitiveComponent.bGenerateOverlapEvents
PrimitiveComponent.bMultiBodyOverlap
PrimitiveComponent.bCheckAsyncSceneOnMove
PrimitiveComponent.bTraceComplexOnMove
PrimitiveComponent.bReturnMaterialOnMove
PrimitiveComponent.bUseViewOwnerDepthPriorityGroup
PrimitiveComponent.bAllowCullDistanceVolume
PrimitiveComponent.bHasMotionBlurVelocityMeshes
PrimitiveComponent.bVisibleInReflectionCaptures
PrimitiveComponent.bRenderInMainPass
PrimitiveComponent.bRenderInMono
PrimitiveComponent.bReceivesDecals
PrimitiveComponent.bOwnerNoSee
PrimitiveComponent.bOnlyOwnerSee
PrimitiveComponent.bTreatAsBackgroundForOcclusion
PrimitiveComponent.bUseAsOccluder
PrimitiveComponent.bSelectable
PrimitiveComponent.bForceMipStreaming
PrimitiveComponent.bHasPerInstanceHitProxies
PrimitiveComponent.CastShadow
PrimitiveComponent.bAffectDynamicIndirectLighting
PrimitiveComponent.bAffectDistanceFieldLighting
PrimitiveComponent.bCastDynamicShadow
PrimitiveComponent.bCastStaticShadow
PrimitiveComponent.bCastVolumetricTranslucentShadow
PrimitiveComponent.bSelfShadowOnly
PrimitiveComponent.bCastFarShadow
PrimitiveComponent.bCastInsetShadow
PrimitiveComponent.bCastCinematicShadow
PrimitiveComponent.bCastHiddenShadow
PrimitiveComponent.bCastShadowAsTwoSided
PrimitiveComponent.bLightAttachmentsAsGroup
PrimitiveComponent.bReceiveMobileCSMShadows
PrimitiveComponent.bSingleSampleShadowFromStationaryLights
PrimitiveComponent.bIgnoreRadialImpulse
PrimitiveComponent.bIgnoreRadialForce
PrimitiveComponent.bApplyImpulseOnDamage
PrimitiveComponent.bReplicatePhysicsToAutonomousProxy
PrimitiveComponent.AlwaysLoadOnClient
PrimitiveComponent.AlwaysLoadOnServer
PrimitiveComponent.bUseEditorCompositing
PrimitiveComponent.bRenderCustomDepth
PrimitiveComponent.bHasCustomNavigableGeometry
PrimitiveComponent.CanCharacterStepUpOn
PrimitiveComponent.LightingChannels
PrimitiveComponent.CustomDepthStencilValue
PrimitiveComponent.TranslucencySortPriority
PrimitiveComponent.VisibilityId
PrimitiveComponent.LpvBiasMultiplier
PrimitiveComponent.BoundsScale
PrimitiveComponent.LastSubmitTime
PrimitiveComponent.LastRenderTime
PrimitiveComponent.LastRenderTimeOnScreen
PrimitiveComponent.MoveIgnoreActors
PrimitiveComponent.MoveIgnoreComponents
PrimitiveComponent.BodyInstance
PrimitiveComponent.LODParentPrimitive
PrimitiveComponent.PostPhysicsComponentTick
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
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 ProceduralMeshComponent : MeshComponent

Properties

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AsyncBodySetupQueue

Queue for async body setups that are being cooked

Declaration
public ObjectArrayField<BodySetup> AsyncBodySetupQueue { get; }
Property Value
Type Description
ObjectArrayField<BodySetup>
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bUseAsyncCooking

Declaration
public bool bUseAsyncCooking { get; }
Property Value
Type Description
System.Boolean
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bUseComplexAsSimpleCollision

Declaration
public bool bUseComplexAsSimpleCollision { get; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ProceduralMeshComponent DefaultObject { get; }
Property Value
Type Description
ProceduralMeshComponent
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LocalBounds

Local space bounds of mesh

Declaration
public BoxSphereBounds LocalBounds { get; set; }
Property Value
Type Description
BoxSphereBounds
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ProcMeshBodySetup

Collision data

Declaration
public BodySetup ProcMeshBodySetup { get; set; }
Property Value
Type Description
BodySetup
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StaticClass

Get UE4 Class

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

Methods

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AddCollisionConvexMesh(Byte)

Add simple collision convex to this component

Declaration
public void AddCollisionConvexMesh(byte ConvexVerts)
Parameters
Type Name Description
System.Byte ConvexVerts
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ClearAllMeshSections()

Clear all mesh sections and reset to empty state

Declaration
public void ClearAllMeshSections()
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ClearCollisionConvexMeshes()

Add simple collision convex to this component

Declaration
public void ClearCollisionConvexMeshes()
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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
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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.

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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.

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GetNumSections()

Returns number of sections currently created for this component

Declaration
public int GetNumSections()
Returns
Type Description
System.Int32
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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
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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
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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
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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.

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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

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Implicit(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
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