# \#procedural-mesh-comp

**URL:** https://forums.unrealengine.com/tag/procedural-mesh-comp/9982.md

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## [Delete procedural mesh slice?](https://forums.unrealengine.com/t/delete-procedural-mesh-slice/459005)

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**Author:** [@Skulltercore](https://forums.unrealengine.com/u/Skulltercore)\
**Replies:** 3\
**Last updated:** [September 19, 2026, 3:23pm UTC](https://forums.unrealengine.com/t/delete-procedural-mesh-slice/459005 "2026-09-19T15:23:21Z")

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Hi, I’ve been trying to set up procedural mesh slicing and have got it working. However, after a certain amount of time I want to destroy the slices created by the ‘slice procedural mesh’ node. I assumed this would be a…

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## [Create procedural mesh from animated skeletal mesh?](https://forums.unrealengine.com/t/create-procedural-mesh-from-animated-skeletal-mesh/429492)

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**Author:** [@Cosmik-Debris](https://forums.unrealengine.com/u/Cosmik-Debris)\
**Replies:** 16\
**Last updated:** [May 22, 2026, 9:19pm UTC](https://forums.unrealengine.com/t/create-procedural-mesh-from-animated-skeletal-mesh/429492 "2026-05-22T21:19:51Z")

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Is there a way to do this in C++? I’ve found a couple of things that explain something similar but can’t quite work it out. Basically I want to have a procedural mesh that is an exact copy of the skeletal mesh, includi…

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## [Virtual Texture and Procedural Mesh](https://forums.unrealengine.com/t/virtual-texture-and-procedural-mesh/480227)

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**Author:** [@Konata\_Yuki](https://forums.unrealengine.com/u/Konata_Yuki)\
**Replies:** 17\
**Last updated:** [August 17, 2025, 11:25am UTC](https://forums.unrealengine.com/t/virtual-texture-and-procedural-mesh/480227 "2025-08-17T11:25:39Z")

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Hello, Does anyone know how Procedurally created Meshes can draw a Virtual Texture? I have created an example in ContentExamples. The appearance of the static mesh and the procedural mesh should be projected onto the u…

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## [How to modify my function which converts Skeletal mesh to procedural mesh, to only convert specified bones to procedural mesh, not the full mesh ](https://forums.unrealengine.com/t/how-to-modify-my-function-which-converts-skeletal-mesh-to-procedural-mesh-to-only-convert-specified-bones-to-procedural-mesh-not-the-full-mesh/2523004)

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**Author:** [@Richy-1997](https://forums.unrealengine.com/u/Richy-1997)\
**Replies:** 0\
**Last updated:** [May 22, 2025, 1:52pm UTC](https://forums.unrealengine.com/t/how-to-modify-my-function-which-converts-skeletal-mesh-to-procedural-mesh-to-only-convert-specified-bones-to-procedural-mesh-not-the-full-mesh/2523004 "2025-05-22T13:52:04Z")

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So I have a code snippet guys, which converts a given skeletal Mesh to Procedural mesh at runtime, but I need a different functionality, I want it to only convert some bones, not the full skeletal mesh, for example, if …

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## [BOUNTY - Create an optimised mesh deformation system for AUD $300](https://forums.unrealengine.com/t/bounty-create-an-optimised-mesh-deformation-system-for-aud-300/2517363)

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**Author:** [@TetraStudiosDev](https://forums.unrealengine.com/u/TetraStudiosDev)\
**Replies:** 1\
**Last updated:** [May 19, 2025, 9:03pm UTC](https://forums.unrealengine.com/t/bounty-create-an-optimised-mesh-deformation-system-for-aud-300/2517363 "2025-05-19T21:03:02Z")

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We need a highly optimised mesh deformation blueprint node (written in C++) for a multiplayer FPS with destruction for AUD $300. OVERVIEW: Carve a hole in a provided mesh using a provided cube transform so bullets can …

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## [Procedural Mesh Falls Through the Floor Despite Physics and Collision Settings](https://forums.unrealengine.com/t/procedural-mesh-falls-through-the-floor-despite-physics-and-collision-settings/2203004)

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**Author:** [@IdrisKhan](https://forums.unrealengine.com/u/IdrisKhan)\
**Replies:** 1\
**Last updated:** [March 31, 2025, 8:59pm UTC](https://forums.unrealengine.com/t/procedural-mesh-falls-through-the-floor-despite-physics-and-collision-settings/2203004 "2025-03-31T20:59:10Z")

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I’m working on generating a procedural mesh from a skeletal mesh at runtime and have hit a bit of a roadblock. I’m using UProceduralMeshComponent to create the mesh, and while everything appears to be set up correctly (g…

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## [Procedural Mesh Component Lighting Issue](https://forums.unrealengine.com/t/procedural-mesh-component-lighting-issue/2363660)

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**Author:** [@ChaseVelez](https://forums.unrealengine.com/u/ChaseVelez)\
**Replies:** 0\
**Last updated:** [February 28, 2025, 2:10am UTC](https://forums.unrealengine.com/t/procedural-mesh-component-lighting-issue/2363660 "2025-02-28T02:10:31Z")

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I’m having some issues with lighting when I’m using the procedural mesh component in C++. I’ve tried all kinds of debugging and fixes like winding order and normals/tangent normals double sided faces, among other things…

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## [Should the Weld Simulated Bodies option (in the AttachToComponent) work between Procedural and Static Meshes?](https://forums.unrealengine.com/t/should-the-weld-simulated-bodies-option-in-the-attachtocomponent-work-between-procedural-and-static-meshes/396110)

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**Author:** [@AlastairCaboodle](https://forums.unrealengine.com/u/AlastairCaboodle)\
**Replies:** 2\
**Last updated:** [February 17, 2025, 11:22pm UTC](https://forums.unrealengine.com/t/should-the-weld-simulated-bodies-option-in-the-attachtocomponent-work-between-procedural-and-static-meshes/396110 "2025-02-17T23:22:57Z")

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Any help or background information on this would be great, I can’t seem to find much documentation on this issue. I have an actor with simple Static Mesh component onto which I call AttachToComponent to attach several ot…

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## [\[Crash\] During Procedural Mesh Slicing](https://forums.unrealengine.com/t/crash-during-procedural-mesh-slicing/2275022)

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**Author:** [@DataLioness](https://forums.unrealengine.com/u/DataLioness)\
**Replies:** 0\
**Last updated:** [January 13, 2025, 4:26pm UTC](https://forums.unrealengine.com/t/crash-during-procedural-mesh-slicing/2275022 "2025-01-13T16:26:14Z")

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I’m slicing a procedural mesh component. But I keep getting this error. Assertion failed: (SlicedV\[i\] != nullptr) != (SlicedOtherV\[i\] != nullptr) \[File:D:\\build++UE5\\Sync\\Engine\\Plugins\\Runtime\\ProceduralMeshComponent\\…

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## [UE5.2: I created the PCG Advances Static Mesh Spawner component](https://forums.unrealengine.com/t/ue5-2-i-created-the-pcg-advances-static-mesh-spawner-component/1262110)

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**Author:** [@Fabio.Sarracino](https://forums.unrealengine.com/u/Fabio.Sarracino)\
**Replies:** 2\
**Last updated:** [January 4, 2025, 7:01am UTC](https://forums.unrealengine.com/t/ue5-2-i-created-the-pcg-advances-static-mesh-spawner-component/1262110 "2025-01-04T07:01:03Z")

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I created this new PCG node in C++ to have more control over the default component. Now I finally have the possibility to dynamically vary the rendering distance, the type of collisions, and the deactivation distance of…

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## [Is "Add Collision Convex Mesh" node broken or am I missing something?](https://forums.unrealengine.com/t/is-add-collision-convex-mesh-node-broken-or-am-i-missing-something/415599)

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**Author:** [@Apaksi](https://forums.unrealengine.com/u/Apaksi)\
**Replies:** 4\
**Last updated:** [November 4, 2024, 2:39pm UTC](https://forums.unrealengine.com/t/is-add-collision-convex-mesh-node-broken-or-am-i-missing-something/415599 "2024-11-04T14:39:50Z")

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Why does no collision appear to my Procedural Mesh Component when I use the node “Add Collision Convex Mesh” like this? Is it broken or am I missing some step? If I check the box “Create Collision” in the other node…

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## [How to access UStaticMesh vertex data with C++ and is it float32?](https://forums.unrealengine.com/t/how-to-access-ustaticmesh-vertex-data-with-c-and-is-it-float32/2096870)

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**Author:** [@OctoberIC](https://forums.unrealengine.com/u/OctoberIC)\
**Replies:** 1\
**Last updated:** [October 31, 2024, 11:50pm UTC](https://forums.unrealengine.com/t/how-to-access-ustaticmesh-vertex-data-with-c-and-is-it-float32/2096870 "2024-10-31T23:50:55Z")

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Having recently migrated from Unity, in C# you would very simply write : Vector3 vertices = GameObject.GetComponent().mesh.vertices; To get a reference to the underlying mesh vertices’ positions (float32 Vector3.) In …

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## [Dynamic Mesh UV's not working after building from procedural mesh data](https://forums.unrealengine.com/t/dynamic-mesh-uvs-not-working-after-building-from-procedural-mesh-data/2095117)

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**Author:** [@DentonJC](https://forums.unrealengine.com/u/DentonJC)\
**Replies:** 0\
**Last updated:** [October 30, 2024, 3:18am UTC](https://forums.unrealengine.com/t/dynamic-mesh-uvs-not-working-after-building-from-procedural-mesh-data/2095117 "2024-10-30T03:18:10Z")

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I am building a Dynamic mesh at runtime from a procedural mesh data. But the UV’s don’t seem to work. Here is the code: bool ProceduralMeshToDynamicMesh(UProceduralMeshComponent\* ProcMesh, UDynamicMeshComponent \* Output…

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## [Runtime Virtual Textures doesn't work with Procedural Mesh Component](https://forums.unrealengine.com/t/runtime-virtual-textures-doesnt-work-with-procedural-mesh-component/1900432)

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**Author:** [@afrost2](https://forums.unrealengine.com/u/afrost2)\
**Replies:** 1\
**Last updated:** [October 12, 2024, 12:46am UTC](https://forums.unrealengine.com/t/runtime-virtual-textures-doesnt-work-with-procedural-mesh-component/1900432 "2024-10-12T00:46:47Z")

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Hi, I am currently working on a project where I need to generate a terrain with the Procedural Mesh Component and I use some Runtime Virtual Textures to blend materials with other props. The issue is the Procedural Mesh…

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## [Procedural Mesh Component Shade Smoothing](https://forums.unrealengine.com/t/procedural-mesh-component-shade-smoothing/2024120)

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**Author:** [@unclepiggies](https://forums.unrealengine.com/u/unclepiggies)\
**Replies:** 0\
**Last updated:** [September 17, 2024, 8:10am UTC](https://forums.unrealengine.com/t/procedural-mesh-component-shade-smoothing/2024120 "2024-09-17T08:10:14Z")

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Hi everyone! I am facing an issue of shade smoothing the mesh generated in the Blueprint node: “Create Mesh Section” in UE5.4. This is a part of my blueprint, where Ocean Surface is the procedural mesh component I ma…

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## [Metahumans' body mesh depeding on clothes](https://forums.unrealengine.com/t/metahumans-body-mesh-depeding-on-clothes/1661087)

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**Author:** [@gvnnp](https://forums.unrealengine.com/u/gvnnp)\
**Replies:** 4\
**Last updated:** [August 7, 2024, 10:03pm UTC](https://forums.unrealengine.com/t/metahumans-body-mesh-depeding-on-clothes/1661087 "2024-08-07T22:03:01Z")

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Introduction MetaHumans are highly customizable characters that can be exported to Unreal Engine. They are composed of multiple skeletal meshes, including the body, face, and clothing. The body mesh can be customized b…

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## [Transient component is still saved/loaded](https://forums.unrealengine.com/t/transient-component-is-still-saved-loaded/378742)

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**Author:** [@devast3d](https://forums.unrealengine.com/u/devast3d)\
**Replies:** 6\
**Last updated:** [August 7, 2024, 12:53pm UTC](https://forums.unrealengine.com/t/transient-component-is-still-saved-loaded/378742 "2024-08-07T12:53:02Z")

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I’ve got following code in my actor // header ... #if WITH\_EDITOR UPROPERTY(Transient) class UProceduralMeshComponent\* ProceduralMesh; #endif ... // cpp, constructor ... #if WITH\_EDITOR static ConstructorHelpers::FOb…

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## [Procedural Mesh Component Hangs When New Section is Drawn](https://forums.unrealengine.com/t/procedural-mesh-component-hangs-when-new-section-is-drawn/1887239)

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**Author:** [@SeniorCPPbutNewToUE](https://forums.unrealengine.com/u/SeniorCPPbutNewToUE)\
**Replies:** 1\
**Last updated:** [July 25, 2024, 11:21am UTC](https://forums.unrealengine.com/t/procedural-mesh-component-hangs-when-new-section-is-drawn/1887239 "2024-07-25T11:21:26Z")

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I’m trying to generate a terrain procedurally. On tick, I check to see which tiles fall within a specific radius from where the player is and if they are not drawn, draw them as a new section via the procedural mesh comp…

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## [PCG Spawning density dependent meshes](https://forums.unrealengine.com/t/pcg-spawning-density-dependent-meshes/1939687)

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**Author:** [@DrowsyProphet](https://forums.unrealengine.com/u/DrowsyProphet)\
**Replies:** 0\
**Last updated:** [July 16, 2024, 4:47pm UTC](https://forums.unrealengine.com/t/pcg-spawning-density-dependent-meshes/1939687 "2024-07-16T16:47:36Z")

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Hi there, I’m pretty new to PCG in Unreal Engine, is there any way or workflow which would allow me to spawn specific meshes dependent on the point density? I’m trying to achieve a city wherein I have control over which…

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## [Cut landscape mesh with blueprint (Like a dynamic boolean operation)](https://forums.unrealengine.com/t/cut-landscape-mesh-with-blueprint-like-a-dynamic-boolean-operation/1879690)

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**Author:** [@Swornh](https://forums.unrealengine.com/u/Swornh)\
**Replies:** 4\
**Last updated:** [June 5, 2024, 11:33pm UTC](https://forums.unrealengine.com/t/cut-landscape-mesh-with-blueprint-like-a-dynamic-boolean-operation/1879690 "2024-06-05T23:33:46Z")

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Hi, so I basically have the exame same setup as in this video “https://www.youtube.com/watch?v=9hwkFJ\_vxdg”, where you have a building with some kind of underground passage, or a open world cave entrance. But from what …

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## [UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?](https://forums.unrealengine.com/t/ue4-how-to-make-uproceduralmeshcomponent-a-solid-body-not-just-a-surface-around-volume/497046)

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**Author:** [@mykola.shatokhin](https://forums.unrealengine.com/u/mykola.shatokhin)\
**Replies:** 1\
**Last updated:** [June 3, 2024, 3:22pm UTC](https://forums.unrealengine.com/t/ue4-how-to-make-uproceduralmeshcomponent-a-solid-body-not-just-a-surface-around-volume/497046 "2024-06-03T15:22:48Z")

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I generated the UProceduralMeshComponent and set collision enabled to ECollisionEnabled::QueryOnly. But I get ActorEndOverlapEvent if I stop touching the mesh border even if I still inside of mesh body. So, how to make …

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## [UProceduralMeshComponent makes no collision mesh in 5.3](https://forums.unrealengine.com/t/uproceduralmeshcomponent-makes-no-collision-mesh-in-5-3/1851522)

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**Author:** [@GribUser](https://forums.unrealengine.com/u/GribUser)\
**Replies:** 0\
**Last updated:** [May 11, 2024, 6:36pm UTC](https://forums.unrealengine.com/t/uproceduralmeshcomponent-makes-no-collision-mesh-in-5-3/1851522 "2024-05-11T18:36:59Z")

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In 5.3 I make my procedural mesh. It’s all fine except that it has no collisions whatsoever. It’s not baked with bUseComplexAsSimpleCollision (no matter bUseAsyncCooking). I do set bCreateCollision to true in CreateMes…

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## [PSG (procedural content generation) add psg to landscape, don t show grass](https://forums.unrealengine.com/t/psg-procedural-content-generation-add-psg-to-landscape-don-t-show-grass/1812307)

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**Author:** [@KUBKAIKHAN](https://forums.unrealengine.com/u/KUBKAIKHAN)\
**Replies:** 0\
**Last updated:** [April 20, 2024, 9:24am UTC](https://forums.unrealengine.com/t/psg-procedural-content-generation-add-psg-to-landscape-don-t-show-grass/1812307 "2024-04-20T09:24:55Z")

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I have to levels with different landsacpes, In the first landscape my grass is shown, but when I move my psg to the other landscape only the broken branches and rocks are shown but not my grass, I use a surface sampler t…

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## [A quick and dirty way to add custom player-made mesh to your game in UE5 (without needing to give them your code)](https://forums.unrealengine.com/t/a-quick-and-dirty-way-to-add-custom-player-made-mesh-to-your-game-in-ue5-without-needing-to-give-them-your-code/1288852)

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**Author:** [@RianeN](https://forums.unrealengine.com/u/RianeN)\
**Replies:** 1\
**Last updated:** [April 12, 2024, 2:46am UTC](https://forums.unrealengine.com/t/a-quick-and-dirty-way-to-add-custom-player-made-mesh-to-your-game-in-ue5-without-needing-to-give-them-your-code/1288852 "2024-04-12T02:46:31Z")

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I am working on a clean plugin for this (and to convert to static mesh) but until then, the below works. Here’s what I have so far for the plugin: Let me preface this by saying I spent ages trying to figure out a ver…

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## [Dynamic Generated Mesh spams overlap events](https://forums.unrealengine.com/t/dynamic-generated-mesh-spams-overlap-events/1795073)

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**Author:** [@Great\_Elector1](https://forums.unrealengine.com/u/Great_Elector1)\
**Replies:** 2\
**Last updated:** [April 9, 2024, 7:52pm UTC](https://forums.unrealengine.com/t/dynamic-generated-mesh-spams-overlap-events/1795073 "2024-04-09T19:52:43Z")

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I am trying to have a dynamic mesh generate overlap events for pawns; when a pawn moves within the shape, the BeginOverlap and EndOverlap events get spammed. I want the events to trigger only once, when the pawn enters t…

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## [Enabling Nanite on StaticMesh created from ProceduralMeshComponent](https://forums.unrealengine.com/t/enabling-nanite-on-staticmesh-created-from-proceduralmeshcomponent/1674555)

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**Author:** [@ZonKY420](https://forums.unrealengine.com/u/ZonKY420)\
**Replies:** 2\
**Last updated:** [February 21, 2024, 9:19pm UTC](https://forums.unrealengine.com/t/enabling-nanite-on-staticmesh-created-from-proceduralmeshcomponent/1674555 "2024-02-21T21:19:56Z")

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im trying to enable nanite on my static mesh that i create from a procedural mesh component. i have already verified that nanite works for other static meshes that where not created from a proceduralmesh component but …

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## [Procedural Mesh not being affected by Custom Depth](https://forums.unrealengine.com/t/procedural-mesh-not-being-affected-by-custom-depth/437486)

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**Author:** [@anonymous\_user\_5b395c9a](https://forums.unrealengine.com/u/anonymous_user_5b395c9a)\
**Replies:** 1\
**Last updated:** [January 13, 2024, 1:57pm UTC](https://forums.unrealengine.com/t/procedural-mesh-not-being-affected-by-custom-depth/437486 "2024-01-13T13:57:41Z")

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I’m currently trying to implement a fog of war system following the tutorial over here https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/104456-eqs-fog-of-war-field-of-vision-system While…

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## [Weird Shadow Artifacts when using Procedural Mesh](https://forums.unrealengine.com/t/weird-shadow-artifacts-when-using-procedural-mesh/1604361)

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**Author:** [@ItamiOfficial](https://forums.unrealengine.com/u/ItamiOfficial)\
**Replies:** 0\
**Last updated:** [January 10, 2024, 3:29pm UTC](https://forums.unrealengine.com/t/weird-shadow-artifacts-when-using-procedural-mesh/1604361 "2024-01-10T15:29:53Z")

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Hello, I created a Hexagon Map, but it has really weird Shaddows. I Created it with the Procedural Mesh Compoment, with Vertecies and Triangles (I left UV, Normals and Tangents empty, cause i first wanted to get my Mesh…

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## [Saving Procedural Meshes after creating them once?](https://forums.unrealengine.com/t/saving-procedural-meshes-after-creating-them-once/1588601)

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**Author:** [@Caose](https://forums.unrealengine.com/u/Caose)\
**Replies:** 1\
**Last updated:** [January 5, 2024, 4:17am UTC](https://forums.unrealengine.com/t/saving-procedural-meshes-after-creating-them-once/1588601 "2024-01-05T04:17:07Z")

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Hi, I’m trying to use Procedural Mesh tools to create a world. Using UE4.27 Everything works fine until the point that I need to save the created mesh. I would want to create the world using single or multiple procedur…

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## [How to get vertices positions for cloth simulation?](https://forums.unrealengine.com/t/how-to-get-vertices-positions-for-cloth-simulation/469735)

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**Author:** [@Kibblesticks](https://forums.unrealengine.com/u/Kibblesticks)\
**Replies:** 3\
**Last updated:** [November 7, 2023, 8:12am UTC](https://forums.unrealengine.com/t/how-to-get-vertices-positions-for-cloth-simulation/469735 "2023-11-07T08:12:02Z")

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I’m trying to get the vertices positions of a cloth simulation so I can build a procedural mesh from a sim at runtime. Any ideas on how to do this?

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