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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!

                    Comment


                      Originally posted by Andargor View Post
                      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?
                      Have you found a solution? I'm struggling with the same problem. And my mesh is dynamically regenerated every tick.

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