Is there a way to get the vertex positions in world coordinates? Say I have a runtime mesh that has been moved and rotated and I would like to get the vertex positions so I can combine it with another mesh but keep it’s location.
Ok I figured it out. Send the actor you want to merge with the transform of the actor you want to merge from. Loop through vertices and use TransformPosition on each one:
for (int32 vertCounter = 0; vertCounter < verticesSent.Num(); vertCounter++) {
const FVector WorldSpaceVertexLocation = transformSent.TransformPosition(verticesSent[vertCounter].Position);
vertices.Add(transformSent.TransformPosition(verticesSent[vertCounter].Position)-GetActorLocation());
}
You might also need to subtract your current actors location (or the difference between the two actors). In my case “-GetActorLocation()”.
Has anyone successfully built the plugin for 4.23.1 ? I tried it with the sources from GitHub - stefanlindblad/RuntimeMeshComponent: Plugin component for rendering runtime generated content in Unreal Engine 4 [4.23] but get an error when i use it as an engine plugin.
This one doesn’t work for some reason: GitHub - stefanlindblad/RuntimeMeshComponent: Plugin component for rendering runtime generated content in Unreal Engine 4 [4.23]
Build it with this one, this WORKS with 4.23.1: https://github.com//RuntimeMes…ent/tree/v4dev
I made the same mistake until I found Version 4(the second link) the older one won’t compile for me for some reason, I found a link to Version 4 on the Discord for RMC.
Is there any way (in blueprint) to obtain vertex data for a given mesh section index? I want to use Update Mesh Section to update a vertex relative to its current position. So far I’ve been keeping all this data in a separate array of vertices but if I could simply grab it from the section it would simplify things.
Is there any difference between using PMC and RMC now?
I’m having trouble with overlaps. I’ve tried for the past couple of days everything that I can think of, setting collision profiles, custom object types, and so on, but I think I’m missing something simple.
Does someone have a working overlapping example project so I can check against it?
Hey,
Does this work with Physics constraints? I have tried using physics constraint but it is not working. The mesh never stays joint to a constraint.
Best place to get assistance is in the Discord server: Runtime Mesh Component
I haven’t tried physics constraints in a long time as I haven’t needed them. If you could provide what you’re specifically trying I can take a look.
Have you found a solution? I’m struggling with the same problem. And my mesh is dynamically regenerated every tick.
I’m fixing up a plugin some to work with Unreal 4.25 using runtimemeshcomponent. I think it is using a old version of runtimemesh component. Since, I’m new to the component. Are some of this functions or changed deprecated? The code that I’m looking at is https://github.com/alteveer/Terrain/…rrainActor.cpp.
In UE5, I’m getting a crash when adding the actor to the scene:
Assertion failed: IsInRenderingThread()
In the create mesh section function, a collision is not created when creating an object (((
4.27.2 How to fix it ?
I am trying to just replicate a city model for my game.
Should i use existing 3d models and use static meshes or use vector data with rmc component to generate meshes in real time?
ican not make any change hen i click to insert any 3d model it doesnot work iadd openfile dialog but icant know whitch actor ishould selec to spawn with the new model thank,sorry am beginner