Procedural Mesh blueprint triangle order
I decided to give procedural mesh generation a go using the Procedural Mesh blueprint component. I am familiar with CG in general and creating meshes from triangle buffers in OpenGL, but I had a question about how UE4's implementation of procedural meshes works.
When creating a mesh section (using the CreateMeshSection method), does the ordering of the vertex indices in the Triangles input matter? More specifically, does the order of vertices in each triangle (clockwise or counterclockwise) determine the normal of that triangle?
As a follow up, does UE4 use surface normals at all in rendering? If yes, how are they specified and can there be a conflict between vertex and face normals? If no, how are normals determined if you do not supply vertex normals when creating the mesh section?
Thanks in advance,
asked Mar 21 '16 at 11:54 PM in Blueprint Scripting
Give this answer a try. I had the same problem/question. I am making a cube via blueprint
Hope the attached answer helps! Best of luck!
answered Nov 13 '16 at 10:27 AM
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