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Swapping Meshes Dynamically

Is it possible to swap meshes on a class that extends from AActor in live time? My initial attempt was to have the class hold two meshes and when I wanted to swap the mesh, I called DestroyCompont() and then set the physics on the second mesh component and set it to the root component. In theory, I could call SpawnActor(), but my concern is that it will spawn my first mesh again. Thanks in advanced for any help.

Way not just swap it out for the other one.


SomeMesh->SetMesh(SomeMesh* Ptr);

Am at work so i dont have it in front of me but am sure you get the point.
WCode

Makes sense. I must have went full derp because I didn’t find the SetStaticMesh function originally.

You will find thos methods on the UMeshComponent classes.