UDynamicMeshComponent::EnableSecondaryTriangleBuffers

Support for Secondary triangle index buffers.

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References

Module

GeometryFramework

Header

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

Include

#include "Components/DynamicMeshComponent.h"

Source

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

Syntax

virtual void EnableSecondaryTriangleBuffers
(
    TUniqueFunction< bool *, int32)> SecondaryTriFilterFunc
)

Remarks

Support for Secondary triangle index buffers. When this is configured, then triangles identified by the filtering predicate function will be placed in a second set of RenderBuffers at the SceneProxy level. This can be combined with the SecondaryRenderMaterial support in UBaseDynamicMeshComponent to draw that triangle set with a different material, to efficiently accomplish UI features like highlighting a subset of mesh triangles. If Secondary triangle buffers are enabled, then we will filter triangles that pass the given predicate function into a second index buffer. These triangles will be drawn with the Secondary render material that is set in the BaseDynamicMeshComponent. Calling this function invalidates the SceneProxy.