Comments (2)
First: your initialization of RMC must be like this
mesh = CreateDefaultSubobject<URuntimeMeshComponent>(TEXT("GeneratedMesh"));
instead of what you have:
mesh = CreateDefaultSubobject(TEXT("GeneratedMesh"));
Let's have a look on basics of mesh generation:
Lets say you want to create a square. Then you need four vertices with coordinates: V0 (0, 0, 0); V1 (50, 0, 0); V2 (0, 50, 0); V3 (50, 50, 0)
TArray<FVector> vertices;
vertices.Add(FVector( 0, 0, 0));
vertices.Add(FVector(50, 0, 0));
vertices.Add(FVector( 0, 50, 0));
vertices.Add(FVector(50, 50, 0));
Now we need to create faces, one face requires three vertices to form a triangle. Using our square of four vertices we need to create two faces by connecting vertices in this order:
- First triangle: V0 -> V2 -> V1
- Second triangle: V2 -> V3 -> V1
TArray<int32> triangles;
triangles.Add(0);
triangles.Add(2);
triangles.Add(1);
triangles.Add(2);
triangles.Add(3);
triangles.Add(1);
Then we need UVs. Creating them are pretty easy. You have to calculate UV<0, 1> position for each vertex. If you want to scale texture - just multiply your UV coordinate by scale. This how it would look on our square:
TArray<FVector2D> UVs;
UVs.Add(FVector2D(0, 0));
UVs.Add(FVector2D(1, 0));
UVs.Add(FVector2D(0, 1));
UVs.Add(FVector2D(1, 1));
And finally we'll create normals and tangents. I prefer generating them using KismetProceduralMeshLibrary function: LINK.
Also have a look at RuntimeMeshComponent wiki
I hope I helped you. Sorry for my English.
from realtimemeshcomponent.
I've not seen any problem like this in any of my tests. It appears to me that the vertex winding order got reversed on your first example and so backface cull kicked in and kept it from rendering.
I'm gonna go ahead and close this as I haven't heard anything else from you in a while. If you still see this or any other issue feel free to reopen or post a new issue!
Thanks!
from realtimemeshcomponent.
Related Issues (20)
- UE5.0.3 use this plugin cannot build HOT 1
- Crash when slicing in UE5 HOT 2
- UE5.1 not compiling HOT 2
- support skeletal mesh๏ผ HOT 1
- generated collision is flipped when interacting with physics actor HOT 1
- FRenderResource's `IsInRenderingThread`-check fails during generation? HOT 3
- Flickering/Crash when updating URealtimeMeshSimple HOT 4
- Mesh creation completely broken when using UV1 HOT 1
- RealtimeMeshSimple.h Reference compilation failed in class HOT 1
- Fatal error: [File:D:/UE4_SRC/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') HOT 2
- Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff HOT 5
- Intermittent crash due to UE5 DX12 GPU memory bug HOT 6
- Fails to compile on UE5.2: error C2665: 'GetTypeHash': none of the 5 overloads could convert all the argument types HOT 2
- vram not enough HOT 2
- 5.1 crash (RayTracingGeometry->Initializer.TotalPrimitiveCount) HOT 5
- Intermittent link errors on UE 5.2 HOT 2
- RMC not visible in HTML5 HOT 1
- Just echoing question - 5.3 support planned? Thank you! HOT 2
- UE5.3 Packaging failed HOT 1
- Multiple UVs and High Precision UVs don't work HOT 1
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