x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

'TypeInfo': is not a member of FVector

I'm using the FLeX 4.14.3 branch of NVIDIA's UE4 repo: https://github.com/NvPhysX/UnrealEngine/tree/FleX-4.14.3

And I'm trying to add the RuntimeMeshComponent as a plugin to the engine: https://github.com/Koderz/UE4RuntimeMeshComponent/tree/master https://www.unrealengine.com/marketplace/runtime-mesh-component

I've got the engine built with the plugin as an engine plugin. It gave a couple of errors about all files needing the same precompiled headers at the top within a plugin, but that was easily fixed.

What I'm not sure how to fix is that, when passing the vertex array as a TArray, the compiler throws the following:

  d:\ue4_dev\nvidia_ue4_14\engine\plugins\runtimemeshcomponent\source\runtimemeshcomponent\public\RuntimeMeshSection.h(542): note: while compiling class template member function 'const FRuntimeMeshVertexTypeInfo *FRuntimeMeshSection<VertexType>::GetVertexType(void) const'
 2>          with
 2>          [
 2>              VertexType=FVector
 2>          ]
 2>  d:\ue4_dev\nvidia_ue4_14\engine\source\runtime\core\public\templates\PointerIsConvertibleFromTo.h(16): note: see reference to class template instantiation 'FRuntimeMeshSection<VertexType>' being compiled
 2>          with
 2>          [
 2>              VertexType=FVector
 2>          ]
 2>  D:\UE4_Dev\NVIDIA_UE4_14\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h(518): note: see reference to class template instantiation 'TPointerIsConvertibleFromTo<ObjectType,const UObjectBase>' being compiled
 2>          with
 2>          [
 2>              ObjectType=FRuntimeMeshSection<FVector>
 2>          ]
 2>  D:\UE4_Dev\NVIDIA_UE4_14\Engine\Plugins\RuntimeMeshComponent\Source\RuntimeMeshComponent\Public\RuntimeMeshComponent.h(171): note: see reference to class template instantiation 'TSharedPtr<FRuntimeMeshSection<VertexType>,0>' being compiled
 2>          with
 2>          [
 2>              VertexType=FVector
 2>          ]
 2>  D:\_User\Username\Documents\Unreal Projects\OpenCVCollisionTest2\Source\OpenCVCollisionTest\CVStereoReader.cpp(247): note: see reference to function template instantiation 'void URuntimeMeshComponent::CreateMeshSection<FVector>(int32,TArray<FVector,FDefaultAllocator> &,TArray<ElementType,FDefaultAllocator> &,bool,EUpdateFrequency,ESectionUpdateFlags)' being compiled
 2>          with
 2>          [
 2>              ElementType=int32
 2>          ]
 2>d:\ue4_dev\nvidia_ue4_14\engine\plugins\runtimemeshcomponent\source\runtimemeshcomponent\public\RuntimeMeshSection.h(542): error C2065: 'TypeInfo': undeclared identifier

The line this points me to is line 542 in RuntimeMeshSection.h

virtual const FRuntimeMeshVertexTypeInfo* GetVertexType() const { return &VertexType::TypeInfo; }

Where VertexType is a templated type that FVector fills, so it's effectively return &FVector::TypeInfo;


For reference, the line I'm calling that causes this is:

DisparityMesh->CreateMeshSection(0, vertices, Triangles, false);

Where vertices is TArray and Triangles is TArray similar to how you would create a section for a ProceduralMeshComponent.


My question is if there's a known way to either fix this or circumvent this.

The fact that this is templated means there's likely some other option for vertices other than FVector, but I don't know what that would be within the realm of UE4.

I might also be missing something completely.

My other option is replacing the template completely with FVector, but as that is a big endeavor, I'm hoping for something a bit less time consuming.

Product Version: Game Mod
Tags:
more ▼

asked Apr 03 '17 at 08:38 PM in C++ Programming

avatar image

hclmed
21 2 3 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

The overloads in this plugin cause me some grief too. You have to call the full signature, with normals, tangents and all.

more ▼

answered Nov 20 '17 at 06:16 AM

avatar image

duke22
190 11 16 31

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question