Generate Procedural Mesh

, I had to do the same thing. Working so far but yeah bothers me too. This thread and the wiki article have been so helpful to me. I feel I have to contribute.

There’s a bug in ProceduralMeshComponent.cpp



bool UProceduralMeshComponent::GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData)
...
CollisionData->MaterialIndices.Add(i);


will cause a crash if doing a linetrace sample with bReturnPhysicalMaterial = true;

It should be set to the material index of the object or triangle or just


CollisionData->MaterialIndices.Add(0);


Here’s my progress on this, Marching Cubes Voxel system with realtime Simplex noise generation (takes about 0.5 sec. per mesh).