Module |
|
Header |
/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h |
Include |
#include "ProceduralMeshComponent.h" |
Source |
/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Private/ProceduralMeshComponent.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh",
Meta=(DisplayName="Update Mesh Section", AutoCreateRefTerm="Normals,UV0,UV1,UV2,UV3,VertexColors,Tangents", AdvancedDisplay="UV1,UV2,UV3"))
void UpdateMeshSection_LinearColor
(
int32 SectionIndex,
const TArray< FVector > & Vertices,
const TArray< FVector > & Normals,
const TArray< FVector2D > & UV0,
const TArray< FVector2D > & UV1,
const TArray< FVector2D > & UV2,
const TArray< FVector2D > & UV3,
const TArray< FLinearColor > & VertexColors,
const TArray< FProcMeshTangent > & Tangents
)
Updates a section of this procedural mesh component. This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated.
Parameter |
Description |
---|---|
Vertices |
Vertex buffer of all vertex positions to use for this mesh section. |
Normals |
Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. |
UV0 |
Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. |
VertexColors |
Optional array of colors for each vertex. If supplied, must be same length as Vertices array. |
Tangents |
Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array. |