UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BaseDynamicMeshComponent.h File Reference
#include "CoreMinimal.h"
#include "Components/MeshComponent.h"
#include "InteractiveToolObjects.h"
#include "Changes/MeshVertexChange.h"
#include "Changes/MeshChange.h"
#include "Changes/MeshReplacementChange.h"
#include "MeshConversionOptions.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "UDynamicMesh.h"
#include "BaseDynamicMeshComponent.generated.h"

Go to the source code of this file.

Classes

class  UBaseDynamicMeshComponent
 

Enumerations

enum class  EMeshRenderAttributeFlags : uint8 {
  None = 0 , Positions = 1 , VertexColors = 1<<1 , VertexNormals = 1<<2 ,
  VertexUVs = 1<<3 , SecondaryIndexBuffers = 1<<4 , AllVertexAttribs = Positions | VertexColors | VertexNormals | VertexUVs
}
 
enum class  EDynamicMeshComponentTangentsMode : uint8 { NoTangents , AutoCalculated , UMETA =(DisplayName = "From Dynamic Mesh") , Default = 255 }
 
enum class  EDynamicMeshComponentColorOverrideMode : uint8 { None , VertexColors , Polygroups , Constant }
 
enum class  EDynamicMeshDrawPath : uint8 { DynamicDraw = 0 , StaticDraw = 1 }
 
enum class  EDynamicMeshVertexColorTransformMode : uint8 { NoTransform = 0 , LinearToSRGB , UMETA =(DisplayName = "SRGB To Linear") }
 

Functions

 ENUM_CLASS_FLAGS (EMeshRenderAttributeFlags)
 

Enumeration Type Documentation

◆ EDynamicMeshComponentColorOverrideMode

Color Override Modes

Enumerator
None 

No Color Override enabled

VertexColors 

Vertex Colors are displayed

Polygroups 

Polygroup Colors are displayed

Constant 

Constant Color is displayed

◆ EDynamicMeshComponentTangentsMode

Tangent calculation modes

Enumerator
NoTangents 

Tangents are not used/available, proceed accordingly (eg generate arbitrary orthogonal basis)

AutoCalculated 

Tangents will be automatically calculated on demand. Note that mesh changes due to tangents calculation will not be broadcast via MeshChange events!

UMETA 

Tangents are externally provided via the FDynamicMesh3 AttributeSet

Default 

Tangents mode will be set to the most commonly-useful default – currently "From Dynamic Mesh"

◆ EDynamicMeshDrawPath

Draw Path to use

Enumerator
DynamicDraw 

Use the dynamic draw path, intended for meshes that update on most frames

StaticDraw 

Use the static draw path, for meshes that do not change on most frames

◆ EDynamicMeshVertexColorTransformMode

Mesh Signed Distance Field (SDF) mode Color Transform to apply to Vertex Colors when converting from internal DynamicMesh Color attributes (eg Color Overlay stored in FVector4f) to RHI Render Buffers (FColor).

Note that UStaticMesh assumes the Source Mesh colors are Linear and always converts to SRGB.

Enumerator
NoTransform 

Do not apply any color-space transform to Vertex Colors

LinearToSRGB 

Assume Vertex Colors are in Linear space and transform to SRGB

UMETA 

Assume Vertex Colors are in SRGB space and convert to Linear

◆ EMeshRenderAttributeFlags

EMeshRenderAttributeFlags is used to identify different mesh rendering attributes, for things like fast-update functions

Enumerator
None 
Positions 
VertexColors 
VertexNormals 
VertexUVs 
SecondaryIndexBuffers 
AllVertexAttribs 

Function Documentation

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( EMeshRenderAttributeFlags  )