UDynamicMeshComponent::SetExternalDecomposition

Support for a Render Decomposition, which is basically a segmentation of the mesh triangles into subsets which will be turned into separate RenderBuffers in the Render Proxy.

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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 SetExternalDecomposition
(
    TUniquePtr< FMeshRenderDecomposition > Decomposition
)

Remarks

Support for a Render Decomposition, which is basically a segmentation of the mesh triangles into subsets which will be turned into separate RenderBuffers in the Render Proxy. If this is configured, then various of the FastNotifyXYZUpdated() functions above will only need to rebuild the RenderBuffers that include affected triangles. The FMeshRenderDecomposition implementation has various options for building decompositions based on material, spatial clustering, etc. Configure a decomposition of the mesh, which will result in separate render buffers for each decomposition triangle group. Invalidates existing SceneProxy.