// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ProceduralMeshComponent.h"
#include "CreatePlaneTest.generated.h"
UCLASS()
class TEST01_API ACreatePlaneTest : public AActor
{
GENERATED_BODY()
UPROPERTY(VisibleAnywhere, Category = "MyProceduralMesh")
UProceduralMeshComponent* pm;
public:
// Sets default values for this actor's properties
ACreatePlaneTest();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY()
TArray<FVector> vertices;
UPROPERTY()
TArray<FVector> normals;
UPROPERTY()
TArray<int32> triangles;
UPROPERTY()
TArray<FVector2D> uvs;
UPROPERTY()
TArray<FLinearColor> vertexColors;
UPROPERTY()
TArray&
Unreal 绘制mesh
最新推荐文章于 2024-04-25 12:27:53 发布
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