Hi all,
I have found an article on accessing data for Static Meshes (Accessing Vertex Positions of static mesh - C++ Gameplay Programming - Unreal Engine Forums), but I am struggling with UGeometryCacheComponent.
Does anyone know how to access the vertex positions and triangle indices of a UGeometryCacheComponent at the current frame via c++?
Any help would be much appreciated.
Thanks so much,
Sebastian
So, looks like FGeometryCacheMeshData contains what I need, but I am struggling to access it.
I found this api:
UGeometryCache cache = /*get cache from component*/;
UGeometryCacheTrack* const track = cache.Tracks 0 ];
UGeometryCacheTrackStreamable* streamableTrack = Cast< UGeometryCacheTrackStreamable >( cache.Tracks 0 ] );
FGeometryCacheTrackStreamableRenderResource* res = streamableTrack->GetRenderResource();
FGeometryCacheMeshData meshData;
const bool result = res->DecodeMeshData( 0, meshData );
But I am getting
error LNK2019: unresolved external symbol "public: bool __cdecl FGeometryCacheTrackStreamableRenderResource::DecodeMeshData(int,struct FGeometryCacheMeshData &)" (?DecodeMeshData@FGeometryCacheTrackStreamableRenderResource@@QEAA_NHAEAUFGeometryCacheMeshData@@@Z) referenced in function ...
I have already added “GeometryCache” to my PublicDependencyModuleNames but am still getting the linker error.
Any ideas?
Any help would be much appreciated.
Cheers,
Sebastian