UProceduralMeshComponent::UpdateMeshSection_LinearColor

Updates a section of this procedural mesh component.

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Windows

macOS

Linux

References

Module

ProceduralMeshComponent

Header

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

Include

#include "ProceduralMeshComponent.h"

Source

/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Private/ProceduralMeshComponent.cpp

Syntax

UFUNCTION(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
)

Remarks

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.

Parameters

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.