Practical use of Mesh Description in Blueprint

It uses the ear clipping algorithm. The source code has this comment:

// NOTE: This polygon triangulation code is partially based on the ear cutting algorithm described on
//       page 497 of the book Real-time Collision Detection, published in 2005.

The book it talks about is this: https://amzn.to/362dCHj
(Which I think should be required reading for any 3D game programmer. It’s great!)

Note that there’s two implementations of essentially the same algorithm, one in FMeshDescription::ComputePolygonTriangulation() and one in FGeomTools::TriangulatePoly().

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