UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UBaseDynamicMeshComponent Class Reference

#include <BaseDynamicMeshComponent.h>

+ Inheritance diagram for UBaseDynamicMeshComponent:

Public Member Functions

virtual void SetMesh (UE::Geometry::FDynamicMesh3 &&MoveMesh)
 
virtual FDynamicMesh3GetMesh ()
 
virtual const FDynamicMesh3GetMesh () const
 
virtual void ProcessMesh (TFunctionRef< void(const UE::Geometry::FDynamicMesh3 &)> ProcessFunc) const
 
virtual UDynamicMeshGetDynamicMesh ()
 
virtual void NotifyMeshUpdated ()
 
virtual void ApplyChange (const FMeshVertexChange *Change, bool bRevert) override
 
virtual void ApplyChange (const FMeshChange *Change, bool bRevert) override
 
virtual void ApplyChange (const FMeshReplacementChange *Change, bool bRevert) override
 
virtual void ApplyTransform (const FTransform3d &Transform, bool bInvert)
 
virtual void SetEnableWireframeRenderPass (bool bEnable)
 
virtual bool GetEnableWireframeRenderPass () const
 
virtual GEOMETRYFRAMEWORK_API void SetColorOverrideMode (EDynamicMeshComponentColorOverrideMode NewMode)
 
virtual EDynamicMeshComponentColorOverrideMode GetColorOverrideMode () const
 
virtual GEOMETRYFRAMEWORK_API void SetConstantOverrideColor (FColor NewColor)
 
virtual FColor GetConstantOverrideColor () const
 
virtual GEOMETRYFRAMEWORK_API void SetVertexColorSpaceTransformMode (EDynamicMeshVertexColorTransformMode NewMode)
 
virtual EDynamicMeshVertexColorTransformMode GetVertexColorSpaceTransformMode () const
 
virtual GEOMETRYFRAMEWORK_API void SetTwoSided (bool bEnable)
 
virtual bool GetTwoSided () const
 
virtual GEOMETRYFRAMEWORK_API void SetEnableFlatShading (bool bEnable)
 
virtual bool GetFlatShadingEnabled () const
 
virtual GEOMETRYFRAMEWORK_API void SetShadowsEnabled (bool bEnabled)
 
virtual bool GetShadowsEnabled () const
 
virtual GEOMETRYFRAMEWORK_API void SetViewModeOverridesEnabled (bool bEnabled)
 
virtual bool GetViewModeOverridesEnabled () const
 
virtual GEOMETRYFRAMEWORK_API void SetOverrideRenderMaterial (UMaterialInterface *Material)
 
virtual GEOMETRYFRAMEWORK_API void ClearOverrideRenderMaterial ()
 
virtual bool HasOverrideRenderMaterial (int k) const
 
virtual UMaterialInterfaceGetOverrideRenderMaterial (int MaterialIndex) const
 
virtual GEOMETRYFRAMEWORK_API void SetSecondaryRenderMaterial (UMaterialInterface *Material)
 
virtual GEOMETRYFRAMEWORK_API void ClearSecondaryRenderMaterial ()
 
virtual bool HasSecondaryRenderMaterial () const
 
virtual UMaterialInterfaceGetSecondaryRenderMaterial () const
 
virtual GEOMETRYFRAMEWORK_API void SetSecondaryBuffersVisibility (bool bSetVisible)
 
virtual GEOMETRYFRAMEWORK_API bool GetSecondaryBuffersVisibility () const
 
virtual GEOMETRYFRAMEWORK_API void SetOverrideWireframeRenderMaterial (UMaterialInterface *Material)
 
virtual GEOMETRYFRAMEWORK_API void ClearOverrideWireframeRenderMaterial ()
 
virtual bool HasOverrideWireframeRenderMaterial () const
 
virtual UMaterialInterfaceGetOverrideWireframeRenderMaterial () const
 
virtual GEOMETRYFRAMEWORK_API void SetOverrideSecondaryWireframeRenderMaterial (UMaterialInterface *Material)
 
virtual GEOMETRYFRAMEWORK_API void ClearOverrideSecondaryWireframeRenderMaterial ()
 
virtual bool HasOverrideSecondaryWireframeRenderMaterial () const
 
virtual UMaterialInterfaceGetOverrideSecondaryWireframeRenderMaterial () const
 
virtual GEOMETRYFRAMEWORK_API void SetEnableRaytracing (bool bSetEnabled)
 
virtual GEOMETRYFRAMEWORK_API bool GetEnableRaytracing () const
 
virtual GEOMETRYFRAMEWORK_API void SetMeshDrawPath (EDynamicMeshDrawPath NewDrawPath)
 
virtual GEOMETRYFRAMEWORK_API EDynamicMeshDrawPath GetMeshDrawPath () const
 
virtual void SetDistanceFieldMode (EDynamicMeshComponentDistanceFieldMode NewDistFieldMode)
 
virtual EDynamicMeshComponentDistanceFieldMode GetDistanceFieldMode () const
 
virtual GEOMETRYFRAMEWORK_API int32 GetNumMaterials () const override
 
virtual GEOMETRYFRAMEWORK_API UMaterialInterfaceGetMaterial (int32 ElementIndex) const override
 
virtual GEOMETRYFRAMEWORK_API FMaterialRelevance GetMaterialRelevance (ERHIFeatureLevel::Type InFeatureLevel) const override
 
virtual GEOMETRYFRAMEWORK_API FMaterialRelevance GetMaterialRelevance (EShaderPlatform InShaderPlatform) const override
 
virtual GEOMETRYFRAMEWORK_API void SetMaterial (int32 ElementIndex, UMaterialInterface *Material) override
 
virtual GEOMETRYFRAMEWORK_API void GetUsedMaterials (TArray< UMaterialInterface * > &OutMaterials, bool bGetDebugMaterials=false) const override
 
virtual GEOMETRYFRAMEWORK_API void SetNumMaterials (int32 NumMaterials)
 
virtual GEOMETRYFRAMEWORK_API TArray< FNameGetMaterialSlotNames () const override
 
virtual GEOMETRYFRAMEWORK_API bool IsMaterialSlotNameValid (FName MaterialSlotName) const override
 
virtual GEOMETRYFRAMEWORK_API UMaterialInterfaceGetMaterialByName (FName MaterialSlotName) const override
 
- Public Member Functions inherited from UMeshComponent
virtual ENGINE_API TArray< class UMaterialInterface * > GetMaterials () const
 
virtual bool UseNaniteOverrideMaterials () const
 
virtual ENGINE_API int32 GetNumOverrideMaterials () const
 
ENGINE_API class UMaterialInterfaceGetOverlayMaterial () const
 
ENGINE_API void SetOverlayMaterial (class UMaterialInterface *NewOverlayMaterial)
 
ENGINE_API float GetOverlayMaterialMaxDrawDistance () const
 
ENGINE_API void SetOverlayMaterialMaxDrawDistance (float InMaxDrawDistance)
 
ENGINE_API void GetMaterialSlotsOverlayMaterial (TArray< TObjectPtr< class UMaterialInterface > > &OutMaterialSlotOverlayMaterials) const
 
ENGINE_API void EmptyOverrideMaterials ()
 
ENGINE_API bool HasOverrideMaterials ()
 
virtual ENGINE_API void SetMaterialByName (FName MaterialSlotName, class UMaterialInterface *Material) override
 
virtual ENGINE_API void SetTextureForceResidentFlag (bool bForceMiplevelsToBeResident)
 
virtual ENGINE_API void PrestreamTextures (float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups=0)
 
virtual bool PrestreamMeshLODs (float Seconds)
 
virtual ENGINE_API void RegisterLODStreamingCallback (FLODStreamingCallback &&Callback, int32 LODIdx, float TimeoutSecs, bool bOnStreamIn)
 
virtual ENGINE_API void RegisterLODStreamingCallback (FLODStreamingCallback &&CallbackStreamingStart, FLODStreamingCallback &&CallbackStreamingDone, float TimeoutStartSecs, float TimeoutDoneSecs)
 
virtual bool GetMaterialStreamingData (int32 MaterialIndex, FPrimitiveMaterialInfo &MaterialData) const
 
ENGINE_API void GetStreamingTextureInfoInner (FStreamingTextureLevelContext &LevelContext, const TArray< FStreamingTextureBuildInfo > *PreBuiltData, float ComponentScaling, TArray< FStreamingRenderAssetPrimitiveInfo > &OutStreamingTextures) const
 
ENGINE_API FColor GetWireframeColorForSceneProxy () const
 
virtual ENGINE_API void LogMaterialsAndTextures (FOutputDevice &Ar, int32 Indent) const
 
virtual UTextureGetMeshPaintTexture () const
 
virtual void SetMeshPaintTexture (UTexture *Texture)
 
virtual void SetMeshPaintTextureOverride (UTexture *OverrideTexture)
 
virtual int32 GetMeshPaintTextureCoordinateIndex () const
 
ENGINE_API void SetScalarParameterValueOnMaterials (const FName ParameterName, const float ParameterValue)
 
ENGINE_API void SetVectorParameterValueOnMaterials (const FName ParameterName, const FVector ParameterValue)
 
ENGINE_API void SetColorParameterValueOnMaterials (const FName ParameterName, const FLinearColor ParameterValue)
 
float GetScalarParameterDefaultValue (const FName ParameterName)
 
ENGINE_API const TArray< TObjectPtr< UMaterialInterface > > & GetComponentMaterialSlotsOverlayMaterial () const
 
virtual void GetDefaultMaterialSlotsOverlayMaterial (TArray< TObjectPtr< UMaterialInterface > > &OutMaterialSlotOverlayMaterials) const
 

Static Public Member Functions

static GEOMETRYFRAMEWORK_API void SetDefaultWireframeMaterial (UMaterialInterface *Material)
 
static GEOMETRYFRAMEWORK_API void SetDefaultVertexColorMaterial (UMaterialInterface *Material)
 

Public Attributes

bool bExplicitShowWireframe = false
 
FLinearColor WireframeColor = FLinearColor(0, 0.5f, 1.f)
 
EDynamicMeshComponentColorOverrideMode ColorMode = EDynamicMeshComponentColorOverrideMode::None
 
FColor ConstantColor = FColor::White
 
EDynamicMeshVertexColorTransformMode ColorSpaceMode = EDynamicMeshVertexColorTransformMode::NoTransform
 
bool bEnableFlatShading = false
 
bool bEnableViewModeOverrides = true
 
bool bEnableRaytracing = true
 
TArray< TObjectPtr< UMaterialInterface > > BaseMaterials
 
- Public Attributes inherited from UMeshComponent
TArray< TObjectPtr< class UMaterialInterface > > OverrideMaterials
 
TObjectPtr< class UMaterialInterfaceOverlayMaterial
 
float OverlayMaterialMaxDrawDistance
 
TArray< TObjectPtr< class UMaterialInterface > > MaterialSlotsOverlayMaterial
 
uint8 bEnableMaterialParameterCaching: 1
 

Protected Member Functions

virtual FBaseDynamicMeshSceneProxyGetBaseSceneProxy ()
 
virtual void NotifyMaterialSetUpdated ()
 
 UPROPERTY (EditAnywhere, Category="Dynamic Mesh Component|Rendering")
 
 UPROPERTY ()
 
 UPROPERTY ()
 
virtual GEOMETRYFRAMEWORK_API void OnRenderingStateChanged (bool bForceImmedateRebuild)
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, BlueprintSetter=SetMeshDrawPath, BlueprintGetter=GetMeshDrawPath, Category="Dynamic Mesh Component|Rendering") EDynamicMeshDrawPath DrawPath
 
virtual bool AllowFastUpdate ()
 
virtual GEOMETRYFRAMEWORK_API void OnNewDistanceFieldMode ()
 
- Protected Member Functions inherited from UMeshComponent
virtual ENGINE_API void BeginDestroy () override
 
virtual UMaterialInterfaceGetDefaultOverlayMaterial () const
 
virtual float GetDefaultOverlayMaterialMaxDrawDistance () const
 
ENGINE_API void CacheMaterialParameterNameIndices ()
 
ENGINE_API void MarkCachedMaterialParameterNameIndicesDirty ()
 

Static Protected Member Functions

static GEOMETRYFRAMEWORK_API void InitializeDefaultMaterials ()
 
static GEOMETRYFRAMEWORK_API UMaterialInterfaceGetDefaultWireframeMaterial_RenderThread ()
 
static GEOMETRYFRAMEWORK_API UMaterialInterfaceGetDefaultVertexColorMaterial_RenderThread ()
 

Protected Attributes

bool bTwoSided = false
 
TObjectPtr< UMaterialInterfaceOverrideRenderMaterial = nullptr
 
TObjectPtr< UMaterialInterfaceSecondaryRenderMaterial = nullptr
 
bool bDrawSecondaryBuffers = true
 
TObjectPtr< UMaterialInterfaceWireframeMaterialOverride = nullptr
 
TObjectPtr< UMaterialInterfaceSecondaryWireframeMaterialOverride = nullptr
 
EDynamicMeshComponentDistanceFieldMode DistanceFieldMode_DEPRECATED = EDynamicMeshComponentDistanceFieldMode::NoDistanceField
 
- Protected Attributes inherited from UMeshComponent
uint8 bCachedMaterialParameterIndicesAreDirty: 1
 
TSortedMap< FName, FMaterialParameterCache, FDefaultAllocator, FNameFastLessMaterialParameterCache
 

Friends

class FGeometryFrameworkModule
 
class FBaseDynamicMeshSceneProxy
 

Detailed Description

UBaseDynamicMeshComponent is a base interface for a UMeshComponent based on a UDynamicMesh.

Member Function Documentation

◆ AllowFastUpdate()

virtual bool UBaseDynamicMeshComponent::AllowFastUpdate ( )
inlineprotectedvirtual

◆ ApplyChange() [1/3]

virtual void UBaseDynamicMeshComponent::ApplyChange ( const FMeshChange Change,
bool  bRevert 
)
inlineoverridevirtual

Apply a general mesh change to the internal mesh (implements IMeshCommandChangeTarget)

Implements IMeshCommandChangeTarget.

◆ ApplyChange() [2/3]

virtual void UBaseDynamicMeshComponent::ApplyChange ( const FMeshReplacementChange Change,
bool  bRevert 
)
inlineoverridevirtual

Apply a full mesh replacement change to the internal mesh (implements IMeshReplacementCommandChangeTarget)

Implements IMeshReplacementCommandChangeTarget.

◆ ApplyChange() [3/3]

virtual void UBaseDynamicMeshComponent::ApplyChange ( const FMeshVertexChange Change,
bool  bRevert 
)
inlineoverridevirtual

Apply a vertex deformation change to the internal mesh (implements IMeshVertexCommandChangeTarget)

Implements IMeshVertexCommandChangeTarget.

◆ ApplyTransform()

virtual void UBaseDynamicMeshComponent::ApplyTransform ( const FTransform3d Transform,
bool  bInvert 
)
inlinevirtual

Apply a transform to the mesh

◆ ClearOverrideRenderMaterial()

void UBaseDynamicMeshComponent::ClearOverrideRenderMaterial ( )
virtual

Clear any active override render material

◆ ClearOverrideSecondaryWireframeRenderMaterial()

void UBaseDynamicMeshComponent::ClearOverrideSecondaryWireframeRenderMaterial ( )
virtual

Clear any active secondary wireframe override render material

◆ ClearOverrideWireframeRenderMaterial()

void UBaseDynamicMeshComponent::ClearOverrideWireframeRenderMaterial ( )
virtual

Clear any active wireframe override render material

◆ ClearSecondaryRenderMaterial()

void UBaseDynamicMeshComponent::ClearSecondaryRenderMaterial ( )
virtual

Clear any active secondary render material

◆ GetBaseSceneProxy()

virtual FBaseDynamicMeshSceneProxy * UBaseDynamicMeshComponent::GetBaseSceneProxy ( )
inlineprotectedvirtual

Subclass must implement this to return scene proxy if available, or nullptr

◆ GetColorOverrideMode()

virtual EDynamicMeshComponentColorOverrideMode UBaseDynamicMeshComponent::GetColorOverrideMode ( ) const
inlinevirtual
Returns
active Color Override mode

◆ GetConstantOverrideColor()

virtual FColor UBaseDynamicMeshComponent::GetConstantOverrideColor ( ) const
inlinevirtual
Returns
active Color used for Constant Color Override Mode

◆ GetDefaultVertexColorMaterial_RenderThread()

UMaterialInterface * UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread ( )
staticprotected

◆ GetDefaultWireframeMaterial_RenderThread()

UMaterialInterface * UBaseDynamicMeshComponent::GetDefaultWireframeMaterial_RenderThread ( )
staticprotected

◆ GetDistanceFieldMode()

virtual EDynamicMeshComponentDistanceFieldMode UBaseDynamicMeshComponent::GetDistanceFieldMode ( ) const
inlinevirtual
Returns
Method used to compute the distance field

◆ GetDynamicMesh()

virtual UDynamicMesh * UBaseDynamicMeshComponent::GetDynamicMesh ( )
inlinevirtual
Returns
the child UDynamicMesh

◆ GetEnableRaytracing()

bool UBaseDynamicMeshComponent::GetEnableRaytracing ( ) const
virtual
Returns
true if raytracing support is currently enabled

◆ GetEnableWireframeRenderPass()

virtual bool UBaseDynamicMeshComponent::GetEnableWireframeRenderPass ( ) const
inlinevirtual
Returns
true if wireframe rendering pass is enabled

◆ GetFlatShadingEnabled()

virtual bool UBaseDynamicMeshComponent::GetFlatShadingEnabled ( ) const
inlinevirtual
Returns
Whether mesh will be rendered with per-triangle normals

◆ GetMaterial()

UMaterialInterface * UBaseDynamicMeshComponent::GetMaterial ( int32  ElementIndex) const
overridevirtual

Reimplemented from UMeshComponent.

◆ GetMaterialByName()

UMaterialInterface * UBaseDynamicMeshComponent::GetMaterialByName ( FName  MaterialSlotName) const
overridevirtual

Reimplemented from UMeshComponent.

◆ GetMaterialRelevance() [1/2]

FMaterialRelevance UBaseDynamicMeshComponent::GetMaterialRelevance ( ERHIFeatureLevel::Type  InFeatureLevel) const
overridevirtual

Accesses the scene relevance information for the materials applied to the mesh. Valid from game thread only.

Reimplemented from UMeshComponent.

◆ GetMaterialRelevance() [2/2]

FMaterialRelevance UBaseDynamicMeshComponent::GetMaterialRelevance ( EShaderPlatform  InShaderPlatform) const
overridevirtual

Reimplemented from UMeshComponent.

◆ GetMaterialSlotNames()

TArray< FName > UBaseDynamicMeshComponent::GetMaterialSlotNames ( ) const
overridevirtual

◆ GetMesh() [1/2]

virtual FDynamicMesh3 * UBaseDynamicMeshComponent::GetMesh ( )
inlinevirtual
Returns
pointer to internal mesh
Warning
avoid usage of this function, access via GetDynamicMesh() instead

◆ GetMesh() [2/2]

virtual const FDynamicMesh3 * UBaseDynamicMeshComponent::GetMesh ( ) const
inlinevirtual
Returns
pointer to internal mesh

◆ GetMeshDrawPath()

EDynamicMeshDrawPath UBaseDynamicMeshComponent::GetMeshDrawPath ( ) const
virtual
Returns
Whether the mesh renders using the static or dynamic draw path

◆ GetNumMaterials()

int32 UBaseDynamicMeshComponent::GetNumMaterials ( ) const
overridevirtual

Reimplemented from UMeshComponent.

◆ GetOverrideRenderMaterial()

virtual UMaterialInterface * UBaseDynamicMeshComponent::GetOverrideRenderMaterial ( int  MaterialIndex) const
inlinevirtual
Returns
active override render material for the given MaterialIndex

◆ GetOverrideSecondaryWireframeRenderMaterial()

virtual UMaterialInterface * UBaseDynamicMeshComponent::GetOverrideSecondaryWireframeRenderMaterial ( ) const
inlinevirtual
Returns
active secondary wireframe override render material

◆ GetOverrideWireframeRenderMaterial()

virtual UMaterialInterface * UBaseDynamicMeshComponent::GetOverrideWireframeRenderMaterial ( ) const
inlinevirtual
Returns
active wireframe override render material

◆ GetSecondaryBuffersVisibility()

bool UBaseDynamicMeshComponent::GetSecondaryBuffersVisibility ( ) const
virtual
Returns
true if secondary buffers are currently set to be visible

◆ GetSecondaryRenderMaterial()

virtual UMaterialInterface * UBaseDynamicMeshComponent::GetSecondaryRenderMaterial ( ) const
inlinevirtual
Returns
active secondary render material

◆ GetShadowsEnabled()

virtual bool UBaseDynamicMeshComponent::GetShadowsEnabled ( ) const
inlinevirtual

◆ GetTwoSided()

virtual bool UBaseDynamicMeshComponent::GetTwoSided ( ) const
inlinevirtual

◆ GetUsedMaterials()

void UBaseDynamicMeshComponent::GetUsedMaterials ( TArray< UMaterialInterface * > &  OutMaterials,
bool  bGetDebugMaterials = false 
) const
overridevirtual

Reimplemented from UMeshComponent.

◆ GetVertexColorSpaceTransformMode()

virtual EDynamicMeshVertexColorTransformMode UBaseDynamicMeshComponent::GetVertexColorSpaceTransformMode ( ) const
inlinevirtual
Returns
active Color Override mode

◆ GetViewModeOverridesEnabled()

virtual bool UBaseDynamicMeshComponent::GetViewModeOverridesEnabled ( ) const
inlinevirtual

◆ HasOverrideRenderMaterial()

virtual bool UBaseDynamicMeshComponent::HasOverrideRenderMaterial ( int  k) const
inlinevirtual
Returns
true if an override render material is currently enabled for the given MaterialIndex

◆ HasOverrideSecondaryWireframeRenderMaterial()

virtual bool UBaseDynamicMeshComponent::HasOverrideSecondaryWireframeRenderMaterial ( ) const
inlinevirtual
Returns
true if a active secondary wireframe override render material is set

◆ HasOverrideWireframeRenderMaterial()

virtual bool UBaseDynamicMeshComponent::HasOverrideWireframeRenderMaterial ( ) const
inlinevirtual
Returns
true if a active wireframe override render material is set

◆ HasSecondaryRenderMaterial()

virtual bool UBaseDynamicMeshComponent::HasSecondaryRenderMaterial ( ) const
inlinevirtual
Returns
true if a secondary render material is set

◆ InitializeDefaultMaterials()

void UBaseDynamicMeshComponent::InitializeDefaultMaterials ( )
staticprotected

◆ IsMaterialSlotNameValid()

bool UBaseDynamicMeshComponent::IsMaterialSlotNameValid ( FName  MaterialSlotName) const
overridevirtual

◆ NotifyMaterialSetUpdated()

virtual void UBaseDynamicMeshComponent::NotifyMaterialSetUpdated ( )
inlineprotectedvirtual

Subclass must implement this to notify allocated proxies of updated materials

◆ NotifyMeshUpdated()

virtual void UBaseDynamicMeshComponent::NotifyMeshUpdated ( )
inlinevirtual

Call this if you update the mesh via GetMesh()

◆ OnNewDistanceFieldMode()

virtual GEOMETRYFRAMEWORK_API void UBaseDynamicMeshComponent::OnNewDistanceFieldMode ( )
inlineprotectedvirtual

◆ OnRenderingStateChanged()

void UBaseDynamicMeshComponent::OnRenderingStateChanged ( bool  bForceImmedateRebuild)
protectedvirtual

◆ ProcessMesh()

virtual void UBaseDynamicMeshComponent::ProcessMesh ( TFunctionRef< void(const UE::Geometry::FDynamicMesh3 &)>  ProcessFunc) const
inlinevirtual

Allow external code to read the internal mesh.

◆ SetColorOverrideMode()

void UBaseDynamicMeshComponent::SetColorOverrideMode ( EDynamicMeshComponentColorOverrideMode  NewMode)
virtual

Configure the active Color Override

◆ SetConstantOverrideColor()

void UBaseDynamicMeshComponent::SetConstantOverrideColor ( FColor  NewColor)
virtual

Configure the Color used with Constant Color Override Mode

◆ SetDefaultVertexColorMaterial()

void UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial ( UMaterialInterface Material)
static

Set the vertex color material used for all BaseDynamicMeshComponent-derived Components

◆ SetDefaultWireframeMaterial()

void UBaseDynamicMeshComponent::SetDefaultWireframeMaterial ( UMaterialInterface Material)
static

Set the wireframe material used for all BaseDynamicMeshComponent-derived Components

◆ SetDistanceFieldMode()

virtual void UBaseDynamicMeshComponent::SetDistanceFieldMode ( EDynamicMeshComponentDistanceFieldMode  NewDistFieldMode)
inlinevirtual

Configure Distance Field computation mode

◆ SetEnableFlatShading()

void UBaseDynamicMeshComponent::SetEnableFlatShading ( bool  bEnable)
virtual

Configure the Color used with Constant Color Override Mode

◆ SetEnableRaytracing()

void UBaseDynamicMeshComponent::SetEnableRaytracing ( bool  bSetEnabled)
virtual

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

◆ SetEnableWireframeRenderPass()

virtual void UBaseDynamicMeshComponent::SetEnableWireframeRenderPass ( bool  bEnable)
inlinevirtual

Configure whether wireframe rendering is enabled or not

◆ SetMaterial()

void UBaseDynamicMeshComponent::SetMaterial ( int32  ElementIndex,
UMaterialInterface Material 
)
overridevirtual

Reimplemented from UMeshComponent.

◆ SetMesh()

virtual void UBaseDynamicMeshComponent::SetMesh ( UE::Geometry::FDynamicMesh3 &&  MoveMesh)
inlinevirtual

initialize the internal mesh from a DynamicMesh

◆ SetMeshDrawPath()

void UBaseDynamicMeshComponent::SetMeshDrawPath ( EDynamicMeshDrawPath  NewDrawPath)
virtual

Set the mesh rendering to use the static or dynamic draw path

◆ SetNumMaterials()

void UBaseDynamicMeshComponent::SetNumMaterials ( int32  NumMaterials)
virtual

◆ SetOverrideRenderMaterial()

void UBaseDynamicMeshComponent::SetOverrideRenderMaterial ( UMaterialInterface Material)
virtual

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

◆ SetOverrideSecondaryWireframeRenderMaterial()

void UBaseDynamicMeshComponent::SetOverrideSecondaryWireframeRenderMaterial ( UMaterialInterface Material)
virtual

Set an active secondary wireframe override render material

◆ SetOverrideWireframeRenderMaterial()

void UBaseDynamicMeshComponent::SetOverrideWireframeRenderMaterial ( UMaterialInterface Material)
virtual

Set an active wireframe override render Material

◆ SetSecondaryBuffersVisibility()

void UBaseDynamicMeshComponent::SetSecondaryBuffersVisibility ( bool  bSetVisible)
virtual

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

◆ SetSecondaryRenderMaterial()

void UBaseDynamicMeshComponent::SetSecondaryRenderMaterial ( UMaterialInterface Material)
virtual

Set an active secondary render material.

◆ SetShadowsEnabled()

void UBaseDynamicMeshComponent::SetShadowsEnabled ( bool  bEnabled)
virtual

◆ SetTwoSided()

void UBaseDynamicMeshComponent::SetTwoSided ( bool  bEnable)
virtual

◆ SetVertexColorSpaceTransformMode()

void UBaseDynamicMeshComponent::SetVertexColorSpaceTransformMode ( EDynamicMeshVertexColorTransformMode  NewMode)
virtual

Configure the active Color Space Transform Mode

◆ SetViewModeOverridesEnabled()

void UBaseDynamicMeshComponent::SetViewModeOverridesEnabled ( bool  bEnabled)
virtual

◆ UPROPERTY() [1/4]

UBaseDynamicMeshComponent::UPROPERTY ( )
protected

◆ UPROPERTY() [2/4]

UBaseDynamicMeshComponent::UPROPERTY ( )
protected

◆ UPROPERTY() [3/4]

UBaseDynamicMeshComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
BlueprintSetter  = SetMeshDrawPath,
BlueprintGetter  = GetMeshDrawPath,
Category  = "Dynamic Mesh Component|Rendering" 
)
protected

Controls whether to use the dynamic or static draw path

◆ UPROPERTY() [4/4]

UBaseDynamicMeshComponent::UPROPERTY ( EditAnywhere  ,
Category  = "Dynamic Mesh Component|Rendering" 
)
protected

Friends And Related Symbol Documentation

◆ FBaseDynamicMeshSceneProxy

◆ FGeometryFrameworkModule

Member Data Documentation

◆ BaseMaterials

TArray<TObjectPtr<UMaterialInterface> > UBaseDynamicMeshComponent::BaseMaterials

◆ bDrawSecondaryBuffers

bool UBaseDynamicMeshComponent::bDrawSecondaryBuffers = true
protected

◆ bEnableFlatShading

bool UBaseDynamicMeshComponent::bEnableFlatShading = false

Enable use of per-triangle facet normals in place of mesh normals

◆ bEnableRaytracing

bool UBaseDynamicMeshComponent::bEnableRaytracing = true

Enable/disable Raytracing support on this Mesh, if Raytracing is currently enabled in the Project Settings. Use SetEnableRaytracing() to configure this flag in Blueprints/C++.

◆ bEnableViewModeOverrides

bool UBaseDynamicMeshComponent::bEnableViewModeOverrides = true

This flag controls whether Editor View Mode Overrides are enabled for this mesh. For example, this controls hidden-line removal on the wireframe in Wireframe View Mode, and whether the normal map will be disabled in Lighting-Only View Mode, as well as various other things. Use SetViewModeOverridesEnabled() to control this setting in Blueprints/C++.

◆ bExplicitShowWireframe

bool UBaseDynamicMeshComponent::bExplicitShowWireframe = false

If true, render the Wireframe on top of the Shaded Mesh

◆ bTwoSided

bool UBaseDynamicMeshComponent::bTwoSided = false
protected

◆ ColorMode

◆ ColorSpaceMode

Color Space Transform that will be applied to the colors stored in the DynamicMesh Attribute Color Overlay when constructing render buffers. Default is "No Transform", ie color R/G/B/A will be independently converted from 32-bit float to 8-bit by direct mapping. LinearToSRGB mode will apply SRGB conversion, ie assumes colors in the Mesh are in Linear space. This will produce the same behavior as UStaticMesh. SRGBToLinear mode will invert SRGB conversion, ie assumes colors in the Mesh are in SRGB space.

◆ ConstantColor

FColor UBaseDynamicMeshComponent::ConstantColor = FColor::White

Constant Color used when Override Color Mode is set to Constant

◆ DistanceFieldMode_DEPRECATED

EDynamicMeshComponentDistanceFieldMode UBaseDynamicMeshComponent::DistanceFieldMode_DEPRECATED = EDynamicMeshComponentDistanceFieldMode::NoDistanceField
protected

Controls how distance field is computed

◆ OverrideRenderMaterial

TObjectPtr<UMaterialInterface> UBaseDynamicMeshComponent::OverrideRenderMaterial = nullptr
protected

◆ SecondaryRenderMaterial

TObjectPtr<UMaterialInterface> UBaseDynamicMeshComponent::SecondaryRenderMaterial = nullptr
protected

◆ SecondaryWireframeMaterialOverride

TObjectPtr<UMaterialInterface> UBaseDynamicMeshComponent::SecondaryWireframeMaterialOverride = nullptr
protected

◆ WireframeColor

FLinearColor UBaseDynamicMeshComponent::WireframeColor = FLinearColor(0, 0.5f, 1.f)

Constant Color used when Override Color Mode is set to Constant

◆ WireframeMaterialOverride

TObjectPtr<UMaterialInterface> UBaseDynamicMeshComponent::WireframeMaterialOverride = nullptr
protected

The documentation for this class was generated from the following files: