Dynamic Mesh Component

Dynamic Mesh Component

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Actions

Clear Override Render Material

Clear any active override render material

Target is Base Dynamic Mesh Component

Clear Secondary Render Material

Clear any active secondary render material

Target is Base Dynamic Mesh Component

Configure Material Set

Set new list of Materials for the Mesh. Dynamic Mesh Component does not have Slot Names, so the size of the Material Set should be the same as the number of different Material IDs on the mesh MaterialID attribute

Target is Dynamic Mesh Component

Enable Complex as Simple Collision

calls SetComplexAsSimpleCollisionEnabled(true, true)

Target is Dynamic Mesh Component

Get Dynamic Mesh

Target is Base Dynamic Mesh Component

Get Enable Raytracing

Target is Base Dynamic Mesh Component

Get Enable Wireframe Render Pass

Target is Base Dynamic Mesh Component

Get Override Render Material

Target is Base Dynamic Mesh Component

Get Secondary Buffers Visibility

Target is Base Dynamic Mesh Component

Get Secondary Render Material

Target is Base Dynamic Mesh Component

Get Shadows Enabled

Get Shadows Enabled

Target is Base Dynamic Mesh Component

Get Tangents Type

Get Tangents Type

Target is Dynamic Mesh Component

Get View Mode Overrides Enabled

Get View Mode Overrides Enabled

Target is Base Dynamic Mesh Component

Has Override Render Material

Target is Base Dynamic Mesh Component

Set Complex as Simple Collision Enabled

If bEnabled=true, sets bEnableComplexCollision=true and CollisionType=CTF_UseComplexAsSimple If bEnabled=true, sets bEnableComplexCollision=false and CollisionType=CTF_UseDefault

Target is Dynamic Mesh Component

Set Deferred Collision Updates Enabled

Set value of bDeferCollisionUpdates, when enabled, collision is not automatically recomputed each time the mesh changes.

Target is Dynamic Mesh Component

Set Dynamic Mesh

Set the child UDynamicMesh. This can be used to 'share' a UDynamicMesh between Component instances. @warning Currently this is somewhat risky, it is on the caller/clients to make sure that the actual mesh is not being simultaneously modified on multiple threads

Target is Dynamic Mesh Component

Set Enable Raytracing

Enable/Disable raytracing support. This is an expensive call as it flushes the rendering queue and forces an immediate rebuild of the SceneProxy.

Target is Base Dynamic Mesh Component

Set Enable Wireframe Render Pass

Configure whether wireframe rendering is enabled or not

Target is Base Dynamic Mesh Component

Set Override Render Material

Set an active override render material. This should replace all materials during rendering.

Target is Base Dynamic Mesh Component

Set Secondary Buffers Visibility

Show/Hide the secondary triangle buffers. Does not invalidate SceneProxy.

Target is Base Dynamic Mesh Component

Set Secondary Render Material

Set an active secondary render material.

Target is Base Dynamic Mesh Component

Set Shadows Enabled

Set Shadows Enabled

Target is Base Dynamic Mesh Component

Set Tangents Type

Set Tangents Type

Target is Dynamic Mesh Component

Set View Mode Overrides Enabled

Set View Mode Overrides Enabled

Target is Base Dynamic Mesh Component

Update Collision

Force an update of the Collision/Physics data for this Component.

Target is Dynamic Mesh Component

Validate Material Slots

Compute the maximum MaterialID on the DynamicMesh, and ensure that Material Slots match. Pass both arguments as false to just do a check.

Target is Dynamic Mesh Component