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Is it possible to change mesh's triangle indices at runtime?

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    Is it possible to change mesh's triangle indices at runtime?

    Hello Everyone,

    I want to change mesh's vertex indices at runtime, is it possible?

    I'm planning to develop a runtime plugin to custom the mesh, make it a progressive mesh.

    I'v achieved it for Unity, but I have no clue with Unreal 4.

    Any hints? Thank you.
    Last edited by art golf; 08-18-2015, 10:59 PM.

    #2
    I'm not quiet understand your idea.But I know there is already a dynamic LOD system with Simplygon
    And if you want to do this with some mesh ,I think you can use procedural mesh component
    https://docs.unrealengine.com/latest...esh/index.html
    But if you want to make a dynamic LOD system for every static mesh component,I think you may have to change the source code

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      #3
      Thanks for your reply.
      The API is terribly simple, maybe I have to study the source code.
      Last edited by art golf; 08-18-2015, 10:56 PM.

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        #4
        I have studied the source code of Unreal 4, and I have noticed the class of RawMesh and MeshUtility, but they are classes in the developer catalog, I doubt that I can not use them at runtime.

        I want to know how I can access a mesh at runtime, and change its vertex indices dynamically

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          #5
          I have studied 'StaticMesh.h' and 'StaticMesh.cpp', there is no public method to get and set vertex indices, so it is not possible to achieve the function.
          Unreal 4 has its fixed workflow, it only support traditional LOD models. To support progressive mesh, the core source code must be modified.

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