UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FTriMeshCollisionData Struct Reference

#include <Interface_CollisionDataProviderCore.h>

Public Member Functions

 FTriMeshCollisionData ()
 

Public Attributes

TArray< FVector3fVertices
 
TArray< FTriIndicesIndices
 
TArray< uint16MaterialIndices
 
TArray< TArray< FVector2D > > UVs
 
uint32 bFlipNormals: 1
 
uint32 bDeformableMesh: 1
 
uint32 bFastCook: 1
 
uint32 bDisableActiveEdgePrecompute: 1
 

Constructor & Destructor Documentation

◆ FTriMeshCollisionData()

FTriMeshCollisionData::FTriMeshCollisionData ( )
inline

Member Data Documentation

◆ bDeformableMesh

uint32 FTriMeshCollisionData::bDeformableMesh

If mesh is deformable, we don't clean it, so that vertex layout does not change and it can be updated

◆ bDisableActiveEdgePrecompute

uint32 FTriMeshCollisionData::bDisableActiveEdgePrecompute

Turn off ActiveEdgePrecompute (This makes cooking faster, but will slow contact generation)

◆ bFastCook

uint32 FTriMeshCollisionData::bFastCook

Prioritize cooking speed over runtime speed

◆ bFlipNormals

uint32 FTriMeshCollisionData::bFlipNormals

Does the mesh require its normals flipped (see PxMeshFlag)

◆ Indices

TArray<FTriIndices> FTriMeshCollisionData::Indices

Array of indices defining the ordering of triangles in the mesh

◆ MaterialIndices

TArray<uint16> FTriMeshCollisionData::MaterialIndices

Array of optional material indices (must equal num triangles)

◆ UVs

TArray< TArray<FVector2D> > FTriMeshCollisionData::UVs

Optional UV co-ordinates (each array must be zero of equal num vertices)

◆ Vertices

TArray<FVector3f> FTriMeshCollisionData::Vertices

Array of vertices included in the triangle mesh


The documentation for this struct was generated from the following file: