Generate Procedural Mesh

[=anonymous_user_e71e0d8ablanco;9085]
Ill see if i can find some time, and port my voxel engine code to a custom mesh ( total ****, but creates the cube meshes from 3 dimensional array), and make a tutorial of it.
[/]

That would be awesome. In the meantime I’ve hit a snag if anyone know a quick solution. I’ve created an Actor class setting a UCustomMeshComponent as RootComponent, but I am getting link errors:



1>------ Build started: Project: MyProject5, Configuration: Development_Editor x64 ------
1>  Parsing headers for MyProject5Editor
1>  Code generation finished for MyProject5Editor and took 1.71
1>  link.exe UE4Editor-MyProject5.dll
1>     Creating library C:\dev\Unreal\Projects\MyProject5\Intermediate\Build\Win64\MyProject5Editor\Development\UE4Editor-MyProject5.lib and object C:\dev\Unreal\Projects\MyProject5\Intermediate\Build\Win64\MyProject5Editor\Development\UE4Editor-MyProject5.exp
1>GameGeneratedActor.cpp.obj : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UCustomMeshComponent::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UCustomMeshComponent@@CAPEAVUClass@@PEB_W@Z) referenced in function "public: class UCustomMeshComponent * __cdecl FPostConstructInitializeProperties::CreateDefaultSubobject<class UCustomMeshComponent,class UCustomMeshComponent>(class UObject *,class FName,bool,bool,bool)const " (??$CreateDefaultSubobject@VUCustomMeshComponent@@V1@@FPostConstructInitializeProperties@@QEBAPEAVUCustomMeshComponent@@PEAVUObject@@VFName@@_N22@Z)
1>GameGeneratedActor.cpp.obj : error LNK2019: unresolved external symbol "public: bool __cdecl UCustomMeshComponent::SetCustomMeshTriangles(class TArray<struct FCustomMeshTriangle,class FDefaultAllocator> const &)" (?SetCustomMeshTriangles@UCustomMeshComponent@@QEAA_NAEBV?$TArray@UFCustomMeshTriangle@@VFDefaultAllocator@@@@@Z) referenced in function "public: __cdecl AGameGeneratedActor::AGameGeneratedActor(class FPostConstructInitializeProperties const &)" (??0AGameGeneratedActor@@QEAA@AEBVFPostConstructInitializeProperties@@@Z)
1>C:\dev\Unreal\Projects\MyProject5\Binaries\Win64\UE4Editor-MyProject5.dll : fatal error LNK1120: 2 unresolved externals
1>  -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: C:\dev\Unreal\Projects\MyProject5\Binaries\Win64\UE4Editor-MyProject5.dll
1>  Cumulative action seconds (8 processors): 0.00 building projects, 0.00 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.10 linking, 0.00 other
1>  UBT execution time: 4.27 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ""C:\Program Files\Unreal Engine\4.0\Engine\Build\BatchFiles\Build.bat" MyProject5Editor Win64 Development "C:\dev\Unreal\Projects\MyProject5\MyProject5.uproject" -rocket" exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


This is my Build.cs setup, what am I missing?



using UnrealBuildTool;

public class MyProject5 : ModuleRules
{
	public MyProject5(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore" });

                PrivateDependencyModuleNames.AddRange(new string] { "CustomMeshComponent" });
                PrivateIncludePathModuleNames.AddRange(new string] { "CustomMeshComponent" });

                MinFilesUsingPrecompiledHeaderOverride = 1;
                bFasterWithoutUnity = true;

	}
}