Runtime Mesh Generation C++
Im trying to create an actor that will procedurally generate a mesh at runtime. I know UE4 has recently got a new method to do this with blueprints (Procedural Mesh Component) but I want to implement this in C++. Can this method be used in C++ or do I need to use the older method on the wiki.
I'm using ProceduralMeshComponent in a full C++ project and it's working like a charm.
The tricky part was in YourProject.Build.cs :
That's it !
answered Oct 01 '15 at 10:30 AM
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