diff --git a/03-UnrealEngine/Gameplay/Gameplay/Assimp & UProceduralMeshComponent实时载入StaticMesh.md b/03-UnrealEngine/Gameplay/Gameplay/Assimp & UProceduralMeshComponent实时载入StaticMesh.md index 7155f79..a554cb0 100644 --- a/03-UnrealEngine/Gameplay/Gameplay/Assimp & UProceduralMeshComponent实时载入StaticMesh.md +++ b/03-UnrealEngine/Gameplay/Gameplay/Assimp & UProceduralMeshComponent实时载入StaticMesh.md @@ -24,7 +24,16 @@ rating: ⭐ aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex]; ``` -# UProceduralMeshComponent + +# 可用组件 +## URuntimeMeshComponent +第三方插件实现。 + +## UDynamicMeshComponent +1. https://zhuanlan.zhihu.com/p/506779703 +2. https://www.bilibili.com/opus/798754326935764996 +3. https://zhuanlan.zhihu.com/p/649062059 +## UProceduralMeshComponent 使用现在StaticMesh构建PMC,PMC的MaterialSection是正常的。 1. UKismetProceduralMeshLibrary::CopyProceduralMeshFromStaticMeshComponent() @@ -168,4 +177,8 @@ static int32 GetNewIndexForOldVertIndex(int32 MeshVertIndex, TMap& } } ``` -## CreateMeshSection_LinearColor \ No newline at end of file + +Editor转换成StaticMesh逻辑: +FProceduralMeshComponentDetails::ClickedOnConvertToStaticMesh() + +https://forums.unrealengine.com/t/procedural-mesh-not-saving-all-of-its-sections-to-static-mesh/382319/10