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Runtime Mesh Component
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CharonLabs repliedHas 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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Mctittles repliedOriginally posted by Mctittles View PostIs 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.
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()); }
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Mctittles repliedIs 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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edstoica repliedI'm still wondering what the sections with DualBuffer are. Anybody any idea?
Code:template<typename VertexType0, typename VertexType1, typename IndexType> FORCEINLINE void CreateMeshSectionDualBuffer(int32 SectionIndex, TArray<VertexType0>& InVertices0, TArray<VertexType1>& InVertices1, TArray<IndexType>& InTriangles, bool bCreateCollision = false, EUpdateFrequency UpdateFrequency = EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags = ESectionUpdateFlags::None)
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Rumbleball repliedOriginally posted by Mctittles View PostDoes it make a different in performance how many "sections" you have as long as you use the same material for all of it? Doing one mesh for discrete items and just easier splitting them into sections.
Also how does the UV maps work when you define them for each section? Does the plugin piece them altogether into one?
As each section has its own material UV is not connected. Each section can be 0..1 without problems. You can also exceed 0..1 range for UV in Unreal.Last edited by Rumbleball; 10-21-2019, 06:35 PM.
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Mctittles repliedDoes it make a different in performance how many "sections" you have as long as you use the same material for all of it? Doing one mesh for discrete items and just easier splitting them into sections.
Also how does the UV maps work when you define them for each section? Does the plugin piece them altogether into one?
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Mctittles repliedOh spoke too soon. Guess I didn't know what FaceIndex was well enough. "The FaceIndex is only set when using a triangle mesh for the query.".
So is there a way to get which section was hit with a line trace?
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Mctittles repliedSo I'm trying to get the section where a trace hit and having problems. I noticed there is "GetSectionIdFromCollisionFaceIndex" in the mesh component, the issue I'm having is the hit returned from World->LineTraceSingleByChannel always has FaceIndex -1.
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Rumbleball repliedOriginally posted by HOUmmel View PostHello,
is it possible to add Collision to a MeshSection which use a different VertexBuffer?
I have 2 VertexBuffers the first is for visuals and the 2nd for Collision only, so it does not need to be drawn or need Normals and Stuff.
At the Moment i create a 2nd MeshSection with that 2nd Buffer and set it to invisible. But maybe that is slower...
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HOUmmel repliedHello,
is it possible to add Collision to a MeshSection which use a different VertexBuffer?
I have 2 VertexBuffers the first is for visuals and the 2nd for Collision only, so it does not need to be drawn or need Normals and Stuff.
At the Moment i create a 2nd MeshSection with that 2nd Buffer and set it to invisible. But maybe that is slower...
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Rumbleball repliedOriginally posted by THEAETIK View PostSince UE4.20 they've added the ability to apply a render target to the landscape as displacement.. without the runtime functionality. How feasible would it be with the RMC?
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THEAETIK repliedSince UE4.20 they've added the ability to apply a render target to the landscape as displacement.. without the runtime functionality. How feasible would it be with the RMC?
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Rumbleball repliedOriginally posted by HOUmmel View PostSo i tried to get it work in 4.19. but it does not work at all. Can you give a simple setup?
Edit: Seems like you can't see the Tessellation in Wireframe Mode
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