vault backup: 2025-01-07 14:03:16
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@ -24,7 +24,16 @@ rating: ⭐
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aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
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aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
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```
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```
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# UProceduralMeshComponent
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# 可用组件
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## URuntimeMeshComponent
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第三方插件实现。
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## UDynamicMeshComponent
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1. https://zhuanlan.zhihu.com/p/506779703
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2. https://www.bilibili.com/opus/798754326935764996
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3. https://zhuanlan.zhihu.com/p/649062059
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## UProceduralMeshComponent
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使用现在StaticMesh构建PMC,PMC的MaterialSection是正常的。
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使用现在StaticMesh构建PMC,PMC的MaterialSection是正常的。
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1. UKismetProceduralMeshLibrary::CopyProceduralMeshFromStaticMeshComponent()
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1. UKismetProceduralMeshLibrary::CopyProceduralMeshFromStaticMeshComponent()
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@ -168,4 +177,8 @@ static int32 GetNewIndexForOldVertIndex(int32 MeshVertIndex, TMap<int32, int32>&
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}
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}
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}
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}
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```
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```
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## CreateMeshSection_LinearColor
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Editor转换成StaticMesh逻辑:
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FProceduralMeshComponentDetails::ClickedOnConvertToStaticMesh()
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https://forums.unrealengine.com/t/procedural-mesh-not-saving-all-of-its-sections-to-static-mesh/382319/10
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