Originally posted by Andargor
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Runtime Mesh Component
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blueshifted replied
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Koderz repliedOriginally posted by Gurkarn_98 View PostHey,
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.
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.
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Gurkarn_98 repliedHey,
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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Andargor repliedI'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?
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FishOrBear repliedOriginally posted by MaximeDupart View Post
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Chumble repliedIs 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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LordNelson7 repliedThis 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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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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