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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.

New method: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Components/ProceduralMesh/index.html

Old method: https://wiki.unrealengine.com/Procedural_Mesh_Generation

Product Version: UE 4.9
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asked Oct 01 '15 at 10:15 AM in C++ Programming

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I'm using ProceduralMeshComponent in a full C++ project and it's working like a charm.

The tricky part was in YourProject.Build.cs :

  1. add "ProceduralMeshComponent" to the PublicDependencyModuleNames

  2. add "ProceduralMeshComponent/Public" to the PrivateIncludePaths

  3. directly use UProceduralMeshComponent (or like i did, implement you own component based on UProceduralMeshComponent to get the generation stuff inside)

That's it !

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answered Oct 01 '15 at 10:30 AM

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avatar image FlipFlopJon93 Oct 01 '15 at 06:59 PM

Perfect, Thank you very much

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