Generate Procedural Mesh

The component gives out its collision in the function below, just reference a different vertex buffer when passing the information back to the CollisionData variable.


bool UGeneratedMeshComponent::GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData)
{
	FTriIndices Triangle;
 
	for(int32 i=0;i<GeneratedMeshTris.Num();i++) {
		const FGeneratedMeshTriangle& tri = GeneratedMeshTris*;
 
		Triangle.v0 = CollisionData->Vertices.Add(tri.Vertex0);
		Triangle.v1 = CollisionData->Vertices.Add(tri.Vertex1);
		Triangle.v2 = CollisionData->Vertices.Add(tri.Vertex2);
 
		CollisionData->Indices.Add(Triangle);
		CollisionData->MaterialIndices.Add(i);
	}
 
	CollisionData->bFlipNormals = true;
 
	return true;
}