| UActorComponent::TickComponent()
|
Module |
|
Header |
/Engine/Source/Runtime/MRMesh/Public/MockDataMeshTrackerComponent.h |
Include |
#include "MockDataMeshTrackerComponent.h" |
Source |
/Engine/Source/Runtime/MRMesh/Private/MockDataMeshTrackerComponent.cpp |
virtual void TickComponent
(
float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction
)
The procedural mesh generated should bake physics and update its collision data. TODO: Can we calculate this based on the collision flags of the UProceduralMeshComponent? It seems like those are not being respected directly by the component.Polls for and handles the results of the environmental mesh queries.