FMeshRenderDecomposition::BuildChunkedDecomposition

Build per-material decomposition, and then split each of those into chunks of at most MaxChunkSize (actual chunk sizes will be highly variable and some may be very small...)

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References

Module

GeometryFramework

Header

/Engine/Source/Runtime/GeometryFramework/Public/Components/MeshRenderDecomposition.h

Include

#include "Components/MeshRenderDecomposition.h"

Source

/Engine/Source/Runtime/GeometryFramework/Private/Components/MeshRenderDecomposition.cpp

Syntax

static void BuildChunkedDecomposition
(
    const FDynamicMesh3 * Mesh,
    const FComponentMaterialSet * MaterialSet,
    FMeshRenderDecomposition & Decomp,
    int32 MaxChunkSize
)

Remarks

Build per-material decomposition, and then split each of those into chunks of at most MaxChunkSize (actual chunk sizes will be highly variable and some may be very small...)