Hey guys, I'm trying to make a blueprint in Unreal Engine that will create static mesh array and place them on top of pedestal. I describe overall logic like this: * add meshes as components to blueprint * define tag for meshes that will be top of the pedestal * in construction script make array from components with…
Hi @Obscura It definitely will be possible to do manually in the level, but I thought that it can be more productive to make it procedural. Thing is I want to be able swap geometry inside blueprint. In screenshots I placed only three meshes, but I plan to make much bigger arrays, like ten or twenty objects in array. And…
Why do you need a procedural mesh? This complicates things and makes it much more expensive. Is there something that you would want and a simple static mesh wouldn't do?
Got it, my bad at clarifying what type of class I want to use. So, I want to use only static mesh components not procedural mesh. Changed topic title to to avoid misunderstanding.
I think we are misunderstanding each other here. There is a class called procedural mesh and it has ability to change topology at runtime. There is also static mesh component. On your screenshots I see static mesh components which can be added easily via blueprints. And they are not equal to procedural mesh.