my problem:“myMesh->SetMaterial(0, material);” seems to not work,myMesh always use the default material.You can see the result in the picture
Here’s my code:
// Fill out your copyright notice in the Description page of Project Settings.
#include "ProceduralMeshTest.h"
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
RootComponent = SphereComponent;
myMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
myMesh->SetMobility(EComponentMobility::Movable);
/**
* Create/replace a section for this procedural mesh component.
* @param SectionIndex Index of the section to create or replace.
* @param Vertices Vertex buffer of all vertex positions to use for this mesh section.
* @param Triangles Index buffer indicating which vertices make up each triangle. Length must be a multiple of 3.
* @param Normals Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array.
* @param UV0 Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array.
* @param VertexColors Optional array of colors for each vertex. If supplied, must be same length as Vertices array.
* @param Tangents Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array.
* @param bCreateCollision Indicates whether collision should be created for this section. This adds significant cost.
*/
//UFUNCTION(BlueprintCallable, Category = "Components|ProceduralMesh", meta = (AutoCreateRefTerm = "Normals,UV0,VertexColors,Tangents"))
// void CreateMeshSection(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals,
// const TArray<FVector2D>& UV0, const TArray<FColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents, bool bCreateCollision);
TArray<FVector> vertices;
vertices.Add(FVector(0, 0, 0));
vertices.Add(FVector(0, 100, 0));
vertices.Add(FVector(0, 0, 100));
vertices.Add(FVector(0, 100, 100));
TArray<int32> Triangles;
Triangles.Add(0);
Triangles.Add(1);
Triangles.Add(2);
Triangles.Add(3);
Triangles.Add(2);
Triangles.Add(1);
TArray<FVector> normals;
normals.Add(FVector(-1, 0, 0));
normals.Add(FVector(-1, 0, 0));
normals.Add(FVector(-1, 0, 0));
normals.Add(FVector(1, 0, 0));
TArray<FVector2D> UV0;
UV0.Add(FVector2D(0, 0));
UV0.Add(FVector2D(0, 1));
UV0.Add(FVector2D(1, 0));
UV0.Add(FVector2D(1, 1));
TArray<FColor> vertexColors;
vertexColors.Add(FColor(0, 0, 0, 100));
vertexColors.Add(FColor(0, 0, 0, 100));
vertexColors.Add(FColor(100, 100, 100, 100));
vertexColors.Add(FColor(100, 100, 100, 100));
TArray<FProcMeshTangent> tangents;
tangents.Add(FProcMeshTangent(1, 1, 1));
tangents.Add(FProcMeshTangent(1, 1, 1));
tangents.Add(FProcMeshTangent(1, 1, 1));
tangents.Add(FProcMeshTangent(1, 1, 1));
//myMesh->CreateMeshSection(1, vertices, Triangles, normals, UV0, vertexColors, tangents, false);
myMesh->CreateMeshSection(1, vertices, Triangles, TArray<FVector>(), UV0, TArray<FColor>(), TArray<FProcMeshTangent>(), false);
// With default options
//mesh->CreateMeshSection(1, vertices, Triangles, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>(), false);
myMesh->AttachTo(RootComponent);
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
//FString MaterialAddress = "/Game/ArchVis/Materials/M_WallPainInterior_MAT_Inst.M_WallPainInterior_MAT_Inst";
FString MaterialAddress = "Material'/Game/ArchVis/Materials/M_Carptet_Mat.M_Carptet_Mat'";
UMaterial* material;
material = Cast<UMaterial>(StaticLoadObject(UMaterial::StaticClass(), nullptr, *MaterialAddress, nullptr, LOAD_None, nullptr));
myMesh->SetMaterial(0, material);
}
// Called every frame
void AMyActor::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}