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| UStaticMesh* AProceduralMeshActor::ConvertProceduralMeshToStaticMesh() { if (!ProceduralMeshComponent) { return nullptr; }
const int32 NumSections = ProceduralMeshComponent->GetNumSections(); if (NumSections == 0) { return nullptr; }
UStaticMesh* StaticMesh = NewObject<UStaticMesh>( GetTransientPackage(), NAME_None, RF_Public | RF_Standalone);
if (!StaticMesh) { return nullptr; }
FMeshDescription MeshDescription; FStaticMeshAttributes Attributes(MeshDescription); Attributes.Register();
TPolygonGroupAttributesRef<FName> PolygonGroupMaterialSlotNames = Attributes.GetPolygonGroupMaterialSlotNames();
FMeshDescriptionBuilder MeshDescBuilder; MeshDescBuilder.SetMeshDescription(&MeshDescription); MeshDescBuilder.EnablePolyGroups(); MeshDescBuilder.SetNumUVLayers(1);
TMap<FVector, FVertexID> VertexMap;
for (int32 SectionIdx = 0; SectionIdx < NumSections; ++SectionIdx) { FProcMeshSection* SectionData = ProceduralMeshComponent->GetProcMeshSection(SectionIdx); if (!SectionData || SectionData->ProcVertexBuffer.Num() < 3 || SectionData->ProcIndexBuffer.Num() < 3) { continue; }
const FName MaterialSlotName = FName(*FString::Printf(TEXT("MaterialSlot_%d"), SectionIdx));
FStaticMaterial NewStaticMaterial(nullptr, MaterialSlotName);
NewStaticMaterial.UVChannelData.bInitialized = true; NewStaticMaterial.UVChannelData.bOverrideDensities = false;
float UVDensity = 1.0f; if (SectionData->ProcVertexBuffer.Num() > 0) { FVector2D MinUV(FLT_MAX, FLT_MAX); FVector2D MaxUV(-FLT_MAX, -FLT_MAX);
for (const FProcMeshVertex& Vertex : SectionData->ProcVertexBuffer) { MinUV.X = FMath::Min(MinUV.X, Vertex.UV0.X); MinUV.Y = FMath::Min(MinUV.Y, Vertex.UV0.Y); MaxUV.X = FMath::Max(MaxUV.X, Vertex.UV0.X); MaxUV.Y = FMath::Max(MaxUV.Y, Vertex.UV0.Y); }
FVector2D UVRange = MaxUV - MinUV; if (UVRange.X > 0.0f && UVRange.Y > 0.0f) { UVDensity = FMath::Clamp(1.0f / FMath::Max(UVRange.X, UVRange.Y), 0.1f, 10.0f); } }
for (int32 UVIndex = 0; UVIndex < 4; ++UVIndex) { NewStaticMaterial.UVChannelData.LocalUVDensities[UVIndex] = UVDensity; }
StaticMesh->StaticMaterials.Add(NewStaticMaterial);
const FPolygonGroupID PolygonGroup = MeshDescBuilder.AppendPolygonGroup();
PolygonGroupMaterialSlotNames.Set(PolygonGroup, MaterialSlotName);
TArray<FVertexInstanceID> VertexInstanceIDs;
for (const FProcMeshVertex& ProcVertex : SectionData->ProcVertexBuffer) { FVertexID VertexID;
if (FVertexID* FoundID = VertexMap.Find(ProcVertex.Position)) { VertexID = *FoundID; } else { VertexID = MeshDescBuilder.AppendVertex(ProcVertex.Position); VertexMap.Add(ProcVertex.Position, VertexID); }
FVertexInstanceID InstanceID = MeshDescBuilder.AppendInstance(VertexID); MeshDescBuilder.SetInstanceNormal(InstanceID, ProcVertex.Normal); MeshDescBuilder.SetInstanceUV(InstanceID, ProcVertex.UV0, 0); MeshDescBuilder.SetInstanceColor(InstanceID, FVector4(ProcVertex.Color)); VertexInstanceIDs.Add(InstanceID); }
for (int32 i = 0; i < SectionData->ProcIndexBuffer.Num(); i += 3) { if (i + 2 >= SectionData->ProcIndexBuffer.Num()) { break; }
int32 Index1 = SectionData->ProcIndexBuffer[i + 0]; int32 Index2 = SectionData->ProcIndexBuffer[i + 1]; int32 Index3 = SectionData->ProcIndexBuffer[i + 2];
if (Index1 >= VertexInstanceIDs.Num() || Index2 >= VertexInstanceIDs.Num() || Index3 >= VertexInstanceIDs.Num()) { continue; }
FVertexInstanceID V1 = VertexInstanceIDs[Index1]; FVertexInstanceID V2 = VertexInstanceIDs[Index2]; FVertexInstanceID V3 = VertexInstanceIDs[Index3];
MeshDescBuilder.AppendTriangle(V1, V2, V3, PolygonGroup); } }
if (MeshDescription.Vertices().Num() == 0) { return nullptr; }
TArray<const FMeshDescription*> MeshDescPtrs; MeshDescPtrs.Emplace(&MeshDescription); UStaticMesh::FBuildMeshDescriptionsParams BuildParams; BuildParams.bBuildSimpleCollision = true;
StaticMesh->BuildFromMeshDescriptions(MeshDescPtrs, BuildParams);
{ StaticMesh->CreateBodySetup(); UBodySetup* NewBodySetup = StaticMesh->BodySetup; if (NewBodySetup) { if (ProceduralMeshComponent->ProcMeshBodySetup) { NewBodySetup->AggGeom.ConvexElems = ProceduralMeshComponent->ProcMeshBodySetup->AggGeom.ConvexElems; }
NewBodySetup->bGenerateMirroredCollision = false; NewBodySetup->bDoubleSidedGeometry = true; NewBodySetup->CollisionTraceFlag = CTF_UseDefault;
NewBodySetup->CreatePhysicsMeshes(); } }
return StaticMesh; }
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