FProcMeshTangent

Struct used to specify a tangent vector for a vertex The Y tangent is computed from the cross product of the vertex normal (Tangent Z) and the TangentX member.

Windows
MacOS
Linux

References

Module

ProceduralMeshComponent

Header

/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h

Include

#include "ProceduralMeshComponent.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FProcMeshTangent

Remarks

Struct used to specify a tangent vector for a vertex The Y tangent is computed from the cross product of the vertex normal (Tangent Z) and the TangentX member.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bFlipTangentY

Bool that indicates whether we should flip the Y tangent when we compute it using cross product

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FVector

 

TangentX

Direction of X tangent for this vertex

Constructors

Name Description

Public function

FProcMeshTangent()

Public function

FProcMeshTangent

(
    FVector InTangentX,
    bool bInFlipTangentY
)

Public function

FProcMeshTangent

(
    float X,
    float Y,
    float Z
)

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