UKismetProceduralMeshLibrary

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Inheritance Hierarchy

References

Module

ProceduralMeshComponent

Header

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

Include

#include "KismetProceduralMeshLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="ProceduralMeshLibrary"))
class UKismetProceduralMeshLibrary : public UBlueprintFunctionLibrary

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

CalculateTangentsForMesh

(
    const TArray< FVector >& Vertices,
    const TArray< int32 >& Triangles,
    const TArray< FVector2D >& UVs,
    TArray< FVector >& Normals,
    TArray< FProcMeshTangent >& Tangen...
)

Automatically generate normals and tangent vectors for a mesh UVs are required for correct tangent generation.

Public function Static UFunction BlueprintCallable, Category

void

 

ConvertQuadToTriangles

(
    TArray< int32 >& Triangles,
    int32 Vert0,
    int32 Vert1,
    int32 Vert2,
    int32 Vert3
)

Add a quad, specified by four indices, to a triangle index buffer as two triangles.

Public function Static UFunction BlueprintCallable, Category

void

 

CopyProceduralMeshFromStaticMeshComponent

(
    UStaticMeshComponent* StaticMe...,
    int32 LODIndex,
    UProceduralMeshComponent* Proc...,
    bool bCreateCollision
)

Copy materials from StaticMeshComponent to ProceduralMeshComponent.

Public function Static UFunction BlueprintCallable, Category

void

 

CreateGridMeshSplit

(
    int32 NumX,
    int32 NumY,
    TArray< int32 >& Triangles,
    TArray< FVector >& Vertices,
    TArray< FVector2D >& UVs,
    TArray< FVector2D >& UV1s,
    float GridSpacing
)

Generate a vertex buffer, index buffer and UVs for a grid mesh where each quad is split, with standard 0-1 UVs on UV0 and point sampled texel center UVs for UV1.

Public function Static UFunction BlueprintCallable, Category

void

 

CreateGridMeshTriangles

(
    int32 NumX,
    int32 NumY,
    bool bWinding,
    TArray< int32 >& Triangles
)

Generate an index buffer for a grid of quads.

Public function Static UFunction BlueprintCallable, Category

void

 

CreateGridMeshWelded

(
    int32 NumX,
    int32 NumY,
    TArray< int32 >& Triangles,
    TArray< FVector >& Vertices,
    TArray< FVector2D >& UVs,
    float GridSpacing
)

Generate a vertex buffer, index buffer and UVs for a tessellated grid mesh.

Public function Static UFunction BlueprintCallable, Category

void

 

GenerateBoxMesh

(
    FVector BoxRadius,
    TArray< FVector >& Vertices,
    TArray< int32 >& Triangles,
    TArray< FVector >& Normals,
    TArray< FVector2D >& UVs,
    TArray< FProcMeshTangent >& Tangen...
)

Generate vertex and index buffer for a simple box, given the supplied dimensions.

Public function Static UFunction BlueprintCallable, Category

void

 

GetSectionFromProceduralMesh

(
    UProceduralMeshComponent* InPr...,
    int32 SectionIndex,
    TArray< FVector >& Vertices,
    TArray< int32 >& Triangles,
    TArray< FVector >& Normals,
    TArray< FVector2D >& UVs,
    TArray< FProcMeshTangent >& Tangen...
)

Grab geometry data from a ProceduralMeshComponent.

Public function Static UFunction BlueprintCallable, Category

void

 

GetSectionFromStaticMesh

(
    UStaticMesh* InMesh,
    int32 LODIndex,
    int32 SectionIndex,
    TArray< FVector >& Vertices,
    TArray< int32 >& Triangles,
    TArray< FVector >& Normals,
    TArray< FVector2D >& UVs,
    TArray< FProcMeshTangent >& Tangen...
)

Grab geometry data from a StaticMesh asset.

Public function Static UFunction BlueprintCallable, Category

void

 

SliceProceduralMesh

(
    UProceduralMeshComponent* InPr...,
    FVector PlanePosition,
    FVector PlaneNormal,
    bool bCreateOtherHalf,
    UProceduralMeshComponent*& Out...,
    EProcMeshSliceCapOption CapOption,
    UMaterialInterface* CapMateria...
)

Slice the ProceduralMeshComponent (including simple convex collision) using a plane.

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