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    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.

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      Originally posted by Mctittles View Post
      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:

      Code:
      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()".

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        Has anyone successfully built the plugin for 4.23.1 ? I tried it with the sources from https://github.com/stefanseibert/RuntimeMeshComponent but get an error when i use it as an engine plugin.

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          This one doesn't work for some reason: https://github.com/stefanseibert/RuntimeMeshComponent

          Build it with this one, this WORKS with 4.23.1: https://github.com/Koderz/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.

          https://discord.gg/KGvBBTv

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            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.

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              Originally posted by MaximeDupart View Post
              There's clearly a shading issue with RMC on 4.20 right now. Comparison with ProceduralMeshComponent :

              Is there any difference between using PMC and RMC now?

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                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?
                It is by will alone I set my code in motion.
                It is by coding that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning.
                It is by will alone I set my code in motion.

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                  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.

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                    Originally posted by Gurkarn_98 View Post
                    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: https://discord.gg/KGvBBTv

                    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.
                    Runtime Mesh Component - The best way to render procedural/runtime created meshes! - Version 4.1 out now!

                    Come talk about anything RMC or Procedural Mesh Related in our Discord!

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