UMRUKDestructibleMeshComponent Class
Extends UProceduralMeshComponent
Destructible mesh component. Creates mesh segments for the given geometry. The segments will be created async. In addition, its possible to define areas that are indestructible.
FOnMeshesGenerated OnMeshesGenerated[Get]
UMaterialInterface * GlobalMeshMaterial[Get]
Material to display on the global mesh
Area on the top of the mesh that should be indestructible. The area is given in centimeters 1.0 == 1 cm. -1.0 means no reserved area.
double ReservedBottom[Get]
Area on the bottom of the mesh that should be indestructible. The area is given in centimeters 1.0 == 1 cm -1.0 means no reserved area.
Constructors & Destructors
DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FOnMeshesGenerated )
UMRUKDestructibleMeshComponent ( const FObjectInitializer & ObjectInitializer )
void SegmentMesh ( const TArray< FVector > & MeshPositions,
const TArray< uint32 > & MeshIndices,
float PointsPerUnitX,
float PointsPerUnitY,
float PointsPerUnitZ )
Segment the given geometry into smaller chunks. For each chunk a procedural mesh component will be spawned and attached to the owning actor.
ParametersMeshPositionsPositions of the mesh to segment
MeshIndicesIndices of the mesh to segment
PointsPerUnitXThe number of points per unit along the X axis
PointsPerUnitYThe number of points per unit along the Y axis
PointsPerUnitZThe number of points per unit along the Z axis
virtual void BeginPlay ( )
virtual void TickComponent ( float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction )