Hey Guys,
So I’m currently working on reading in the render data from a static mesh and using it to create a procedural mesh so I can deform it at runtime, but running into issues with getting the mesh to render properly. Here’s the current function I have for reading in the render data using it:
void AProceduralLandscape::GenerateLandscape()
{
TArray<FVector> vertices;
TArray<int32> triangles;
TArray<FVector> normals;
TArray<FVector2D> UV0;
TArray<FColor> vertexColors;
TArray<FProcMeshTangent> tangents;
if (LandscapeReference)
{
FPositionVertexBuffer* vertexPositionBuffer = &LandscapeReference->RenderData->LODResources[0].PositionVertexBuffer;
FRawStaticIndexBuffer* indexBuffer = &LandscapeReference->RenderData->LODResources[0].IndexBuffer;
FStaticMeshVertexBuffer* vertexBuffer = &LandscapeReference->RenderData->LODResources[0].VertexBuffer;
if (vertexPositionBuffer)
{
const int32 vertexCount = vertexPositionBuffer->GetNumVertices();
for (int32 i = 0; i < vertexCount; i++)
{
vertices.Add(vertexPositionBuffer->VertexPosition(i));
triangles.Add(indexBuffer->GetArrayView()[i]);
normals.Add(FVector(1, 0, 0));
UV0.Add(vertexBuffer->GetVertexUV(i,0));
vertexColors.Add(FColor(100, 100, 100, 100));
tangents.Add(FProcMeshTangent(vertexBuffer->VertexTangentX(i).Vector.X, vertexBuffer->VertexTangentX(i).Vector.Y, vertexBuffer->VertexTangentX(i).Vector.Z));
}
}
LandscapeMesh->CreateMeshSection(1, vertices, triangles, normals, UV0, vertexColors, tangents, false);
UE_LOG(LogTemp, Warning, TEXT("CREATED LANDSCAPE"));
}
}
Currently it’ll render only the first 1/3 of the mesh. My hunch is the hard-coded normals I’m using for generation, but I can’t really find any normal info inside FStaticMeshLODResources. Any ideas? Thanks