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Changes to build Unreal 4.25, linux compatibility, change to create s… #2
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| m_TerrainMeshComponent->SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName); | ||
| m_TerrainMeshComponent->Mobility = EComponentMobility::Static; | ||
| m_TerrainMeshComponent->SetMeshSectionCollisionEnabled(0, true); | ||
| //m_TerrainMeshComponent->SetMeshSectionCollisionEnabled(0, true); |
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did you test collision on the mesh? can you trace to it and/or can UCharacter walk on it?
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| } | ||
| void ATerrainActor::OnConstruction(const FTransform& Transform) | ||
| void ATerrainActor::OnConstruction(const FTransform &Transform) |
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😅
| /// Modified from original | ||
| URuntimeMeshProviderStatic *provider = (URuntimeMeshProviderStatic *)m_TerrainMeshComponent->GetProvider(); | ||
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| if (provider) |
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if(!provider)
return;
this way we don't get into deep if nesting
| // Modified from original | ||
| URuntimeMeshProviderStatic *provider = (URuntimeMeshProviderStatic *)m_TerrainMeshComponent->GetProvider(); | ||
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| if (provider) |
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same re: "if nesting" -- if(!condition) return;
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I just noticed the additional comments. I'm going check it out later also. |
This should fix the source to work with the latest version of runtimemeshcomponent, Linux, and Unreal 4.25
Note
I used ProviderStatic as the example https://github.com/TriAxis-Games/RuntimeMeshComponent-Examples/blob/master/Source/RuntimeMeshSandbox/BasicExamples/BasicPMCStyleRMC.cpp. It should be a regular provider which enables the multithreading. I will be looking into that then implementing it.