# Can I manipulate mesh information on the fly?

**URL:** <https://forums.unrealengine.com/t/can-i-manipulate-mesh-information-on-the-fly/309016>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [March 3, 2015, 10:30pm UTC](https://forums.unrealengine.com/t/can-i-manipulate-mesh-information-on-the-fly/309016 "2015-03-03T22:30:51Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![victkid\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@victkid\_1](https://forums.unrealengine.com/u/victkid_1)\
**Post date:** [March 3, 2015, 10:30pm UTC](https://forums.unrealengine.com/t/can-i-manipulate-mesh-information-on-the-fly/309016/1 "2015-03-03T22:30:51Z")

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Hi, I’m new to UE, I just wandering if I have a object’s triangle connectivity information, can I draw the object in UE4? or something similar to draw\_triangle\_strip in openGL?

Thank you in advance !

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**Author:** ![deM-on](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@deM-on](https://forums.unrealengine.com/u/deM-on)\
**Post date:** [April 23, 2015, 7:15am UTC](https://forums.unrealengine.com/t/can-i-manipulate-mesh-information-on-the-fly/309016/2 "2015-04-23T07:15:09Z")

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You can make new class based on FPrimitiveSceneProxy. For ex, If you need to change mesh frequently - then override GetDynamicMeshElements.

You can check how it works in WidgetComponent.cpp, class FWidget3DSceneProxy

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**Author:** ![Azarus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Azarus](https://forums.unrealengine.com/u/Azarus)\
**Post date:** [April 23, 2015, 7:20am UTC](https://forums.unrealengine.com/t/can-i-manipulate-mesh-information-on-the-fly/309016/3 "2015-04-23T07:20:24Z")

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Yes you can!

In C++  
**SRombauts project that allows you using physics bodies with your custom meshes**

**Forum Post:**

> **[Generate Procedural Mesh](https://forums.unrealengine.com/showthread.php?1552-Generate-Procedural-Mesh)**
>
> Anyone know how to make a mesh from vertices and triangles, attach it to an object and spawn it? I looked into FDynamicMeshBuilder, but that’s only for drawing.

**Wiki Page:**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

**Github:**

> **[GitHub - SRombauts/UE4ProceduralMesh: UE4.7 Procedural Mesh Generation plugin](https://github.com/SRombauts/UE4ProceduralMesh)**
>
> UE4.7 Procedural Mesh Generation plugin. Contribute to SRombauts/UE4ProceduralMesh development by creating an account on GitHub.

Also you can use blueprints (Custom Mesh Component)

Good Luck! 🙂

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**Author:** ![anonymous\_user\_e6436d8c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e6436d8c](https://forums.unrealengine.com/u/anonymous_user_e6436d8c)\
**Post date:** [August 31, 2015, 2:27pm UTC](https://forums.unrealengine.com/t/can-i-manipulate-mesh-information-on-the-fly/309016/4 "2015-08-31T14:27:08Z")

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Does it work within a vehicle class? For example, I can change parts of the vehicle on-the-fly (while playing) for other parts? Let’s say a car with factory rims, and then, when I press my input key, a new rim is placed.
