Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryFramework/Public/Components/DynamicMeshComponent.h
ryan schmidt f0828c943b Expose component/asset physics data via a ToolTarget interface
ToolsFramework:
- add PhysicsDataSource ToolTarget Interface, that exposes UBodySetup and CollisionDataProvider interfaces
ModelingComponents:
- Add tooltarget accessor/utility functions in UE::ToolTarget namespace.
- Implement PhysicsDataSource for StaticMeshComponentToolTarget and DynamicMeshCompnentToolTarget.
- Update FPhysicsDataCollection::InitializeFromComponent() to support DynamicMeshComponent and BrushComponent.
ModelingTools:
- update ExtractCollisionGeometryTool and PhysicsInspectorTool

#rb lonnie.li
#rnx
#jira none
#preflight 61a150004803629015d5a09b

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18302043 in //UE5/Release-5.0/... via CL 18302049
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18302051 by ryan schmidt in ue5-release-engine-test branch]
2021-11-26 16:37:25 -05:00

579 lines
26 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseDynamicMeshComponent.h"
#include "MeshConversionOptions.h"
#include "Components/MeshRenderDecomposition.h"
#include "DynamicMesh/MeshTangents.h"
#include "TransformTypes.h"
#include "Async/Future.h"
#include "UDynamicMesh.h"
#include "PhysicsEngine/BodySetup.h"
#include "DynamicMeshComponent.generated.h"
// predecl
struct FMeshDescription;
/** internal FPrimitiveSceneProxy defined in DynamicMeshSceneProxy.h */
class FDynamicMeshSceneProxy;
class FBaseDynamicMeshSceneProxy;
/**
* Interface for a render mesh processor. Use this to process the Mesh stored in UDynamicMeshComponent before
* sending it off for rendering.
* NOTE: This is called whenever the Mesh is updated and before rendering, so performance matters.
*/
class GEOMETRYFRAMEWORK_API IRenderMeshPostProcessor
{
public:
virtual ~IRenderMeshPostProcessor() = default;
virtual void ProcessMesh(const FDynamicMesh3& Mesh, FDynamicMesh3& OutRenderMesh) = 0;
};
/** Render data update hint */
UENUM()
enum class EDynamicMeshComponentRenderUpdateMode
{
/** Do not update render data */
NoUpdate = 0,
/** Invalidate overlay of internal component, rebuilding all render data */
FullUpdate = 1,
/** Attempt to do partial update of render data if possible */
FastUpdate = 2
};
/**
* UDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent,
* except it bases the renderable geometry off an internal UDynamicMesh instance (which
* encapsulates a FDynamicMesh3).
*
* There is extensive support for partial updates to render buffers, customizing colors,
* internally decomposing the mesh into separate chunks for more efficient render updates,
* and support for attaching a 'Postprocessor' to generate a render mesh on-the-fly
* See comment sections below for details.
*
*/
UCLASS(hidecategories = (LOD), meta = (BlueprintSpawnableComponent), ClassGroup = Rendering)
class GEOMETRYFRAMEWORK_API UDynamicMeshComponent : public UBaseDynamicMeshComponent, public IInterface_CollisionDataProvider
{
GENERATED_UCLASS_BODY()
//===============================================================================================================
// Mesh Access. Usage via GetDynamicMesh() or SetMesh()/ProcessMesh()/EditMesh() is preferred, the GetMesh()
// pointer access exist largely to support existing code from before UDynamicMesh was added.
public:
/**
* @return pointer to internal mesh
* @warning avoid usage of this function, access via GetDynamicMesh() instead
*/
virtual FDynamicMesh3* GetMesh() override { return MeshObject->GetMeshPtr(); }
/**
* @return pointer to internal mesh
* @warning avoid usage of this function, access via GetDynamicMesh() instead
*/
virtual const FDynamicMesh3* GetMesh() const override { return MeshObject->GetMeshPtr(); }
/**
* @return the child UDynamicMesh
*/
//UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
virtual UDynamicMesh* GetDynamicMesh() override { return MeshObject; }
/**
* Set the child UDynamicMesh. This can be used to 'share' a UDynamicMesh between Component instances.
* @warning Currently this is somewhat risky, it is on the caller/clients to make sure that the actual mesh is not being simultaneously modified on multiple threads
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
void SetDynamicMesh(UDynamicMesh* NewMesh);
/**
* initialize the internal mesh from a DynamicMesh
*/
virtual void SetMesh(UE::Geometry::FDynamicMesh3&& MoveMesh) override;
/**
* Allow external code to read the internal mesh.
*/
virtual void ProcessMesh(TFunctionRef<void(const UE::Geometry::FDynamicMesh3&)> ProcessFunc) const;
/**
* Allow external code to to edit the internal mesh.
*/
virtual void EditMesh(TFunctionRef<void(UE::Geometry::FDynamicMesh3&)> EditFunc,
EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FullUpdate);
/**
* Apply transform to internal mesh. In some cases this can be more efficient than a general edit.
* @param bInvert if true, inverse tranform is applied instead of forward transform
*/
virtual void ApplyTransform(const UE::Geometry::FTransform3d& Transform, bool bInvert) override;
protected:
/**
* Internal FDynamicMesh is stored inside a UDynamicMesh container, which allows it to be
* used from BP, shared with other UObjects, and so on
*/
UPROPERTY(Instanced)
TObjectPtr<UDynamicMesh> MeshObject;
//===============================================================================================================
// RenderBuffer Update API. These functions can be used by external code (and internally in some places)
// to tell the Component that the Mesh data has been modified in some way, and that the RenderBuffers in the RenderProxy
// need to be updated (or rebuilt entirely). On large meshes a full rebuild is expensive, so there are quite a few
// variants that can be used to minimize the amount of data updated in different situations.
//
public:
/**
* Call this if you update the mesh via GetMesh(). This will destroy the existing RenderProxy and create a new one.
* @todo should provide a function that calls a lambda to modify the mesh, and only return const mesh pointer
*/
virtual void NotifyMeshUpdated() override;
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex colors (or triangle color function).
* This function will update the existing RenderProxy buffers if possible
*/
void FastNotifyColorsUpdated();
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex positions (and possibly some attributes).
* This function will update the existing RenderProxy buffers if possible
*/
void FastNotifyPositionsUpdated(bool bNormals = false, bool bColors = false, bool bUVs = false);
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex attributes (but not positions).
* This function will update the existing RenderProxy buffers if possible, rather than create new ones.
*/
void FastNotifyVertexAttributesUpdated(bool bNormals, bool bColors, bool bUVs);
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex positions/attributes
* This function will update the existing RenderProxy buffers if possible, rather than create new ones.
*/
void FastNotifyVertexAttributesUpdated(EMeshRenderAttributeFlags UpdatedAttributes);
/**
* Call this instead of NotifyMeshUpdated() if you have only updated the vertex uvs.
* This function will update the existing RenderProxy buffers if possible
*/
void FastNotifyUVsUpdated();
/**
* Call this instead of NotifyMeshUpdated() if you have only updated secondary triangle sorting.
* This function will update the existing buffers if possible, without rebuilding entire RenderProxy.
*/
void FastNotifySecondaryTrianglesChanged();
/**
* This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles.
* If a FMeshRenderDecomposition has not been explicitly set, call is forwarded to FastNotifyVertexAttributesUpdated()
*/
void FastNotifyTriangleVerticesUpdated(const TArray<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes);
/**
* This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles.
* If a FMeshRenderDecomposition has not been explicitly set, call is forwarded to FastNotifyVertexAttributesUpdated()
*/
void FastNotifyTriangleVerticesUpdated(const TSet<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes);
/**
* If a Decomposition is set on this Component, and everything is currently valid (proxy/etc), precompute the set of
* buffers that will be modified, as well as the bounds of the modified region. These are both computed in parallel.
* Use FastNotifyTriangleVerticesUpdated_ApplyPrecompute() with the returned future to apply this precomputation.
* @return a future that will (eventually) return true if the precompute is OK, and (immediately) false if it is not
*/
TFuture<bool> FastNotifyTriangleVerticesUpdated_TryPrecompute(const TArray<int32>& Triangles, TArray<int32>& UpdateSetsOut, UE::Geometry::FAxisAlignedBox3d& BoundsOut);
/**
* This function updates vertex positions/attributes of existing SceneProxy render buffers if possible, for the given triangles.
* The assumption is that FastNotifyTriangleVerticesUpdated_TryPrecompute() was used to get the Precompute future, this function
* will Wait() until it is done and then use the UpdateSets and UpdateSetBounds that were computed (must be the same variables
* passed to FastNotifyTriangleVerticesUpdated_TryPrecompute).
* If the Precompute future returns false, then we forward the call to FastNotifyTriangleVerticesUpdated(), which will do more work.
*/
void FastNotifyTriangleVerticesUpdated_ApplyPrecompute(const TArray<int32>& Triangles, EMeshRenderAttributeFlags UpdatedAttributes,
TFuture<bool>& Precompute, const TArray<int32>& UpdateSets, const UE::Geometry::FAxisAlignedBox3d& UpdateSetBounds);
//===============================================================================================================
// Change Support. These changes are primarily used for Undo/Redo, however there is no strict assumption
// about this internally, objects of these change types could also be used to perform more structured editing.
// (Note that these functions simply forward the change events to the child UDynamicMesh, which will
// post a mesh-change event that
//
public:
/**
* Apply a vertex deformation change to the mesh
*/
virtual void ApplyChange(const FMeshVertexChange* Change, bool bRevert) override;
/**
* Apply a general mesh change to the mesh
*/
virtual void ApplyChange(const FMeshChange* Change, bool bRevert) override;
/**
* Apply a mesh replacement change to mesh
*/
virtual void ApplyChange(const FMeshReplacementChange* Change, bool bRevert) override;
/**
* This delegate fires when the mesh has been changed
*/
FSimpleMulticastDelegate OnMeshChanged;
/**
* This delegate fires when the mesh vertices have been changed via an FMeshVertexChange
*/
DECLARE_MULTICAST_DELEGATE_ThreeParams(FMeshVerticesModified, UDynamicMeshComponent*, const FMeshVertexChange*, bool);
FMeshVerticesModified OnMeshVerticesChanged;
/**
* When a FMeshChange or FMeshVertexChange is applied, by default we currently fully invalidate the render proxy. However in certain
* realtime situations (eg like Sculpting tools) it can be critical to undo/redo performance to do more optimized render data updates
* (eg using one of the FastXYZ functions above). To allow for that, the full proxy invalidation on change can be (temporarily!) disabled
* using this function.
*/
void SetInvalidateProxyOnChangeEnabled(bool bEnabled);
/** @return true if InvalidateProxyOnChange is enabled (default) */
bool GetInvalidateProxyOnChangeEnabled() const { return bInvalidateProxyOnChange; }
protected:
/** If false, we don't completely invalidate the RenderProxy when ApplyChange() is called (assumption is it will be handled elsewhere) */
bool bInvalidateProxyOnChange = true;
/** Handle for OnMeshObjectChanged which is registered with MeshObject::OnMeshChanged delegate */
FDelegateHandle MeshObjectChangedHandle;
/** Called whenever internal MeshObject is modified, fires OnMeshChanged and OnMeshVerticesChanged above */
void OnMeshObjectChanged(UDynamicMesh* ChangedMeshObject, FDynamicMeshChangeInfo ChangeInfo);
//===============================================================================================================
// Support for specifying per-triangle colors as vertex colors. This allows external code to dynamically override
// the vertex colors on the rendered mesh. The lambda that is passed is held for the lifetime of the Component and
// must remain valid. A Material that uses the vertex colors must be applied, otherwise setting this override will
// have no visible effect. If the colors change externally, FastNotifyColorsUpdated() can be used to do the
// minimal vertex buffer updates necessary in the RenderProxy
//
public:
/** Clear an active triangle color function if one exists, and update the mesh */
virtual void SetTriangleColorFunction(TUniqueFunction<FColor(const FDynamicMesh3*, int)> TriangleColorFuncIn,
EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FastUpdate);
/** Clear an active triangle color function if one exists, and update the mesh */
virtual void ClearTriangleColorFunction(EDynamicMeshComponentRenderUpdateMode UpdateMode = EDynamicMeshComponentRenderUpdateMode::FastUpdate);
/** @return true if a triangle color function is configured */
virtual bool HasTriangleColorFunction();
protected:
/** If this function is set, we will use these colors instead of vertex colors */
TUniqueFunction<FColor(const FDynamicMesh3*, int)> TriangleColorFunc = nullptr;
/** This function is passed via lambda to the RenderProxy to be able to access TriangleColorFunc */
FColor GetTriangleColor(const FDynamicMesh3* Mesh, int TriangleID);
//===============================================================================================================
// Support for Secondary triangle index buffers. When this is configured, then triangles identified
// by the filtering predicate function will be placed in a second set of RenderBuffers at the SceneProxy level.
// This can be combined with the SecondaryRenderMaterial support in UBaseDynamicMeshComponent to draw
// that triangle set with a different material, to efficiently accomplish UI features like highlighting a
// subset of mesh triangles.
//
public:
/**
* If Secondary triangle buffers are enabled, then we will filter triangles that pass the given predicate
* function into a second index buffer. These triangles will be drawn with the Secondary render material
* that is set in the BaseDynamicMeshComponent. Calling this function invalidates the SceneProxy.
*/
virtual void EnableSecondaryTriangleBuffers(TUniqueFunction<bool(const FDynamicMesh3*, int32)> SecondaryTriFilterFunc);
/**
* Disable secondary triangle buffers. This invalidates the SceneProxy.
*/
virtual void DisableSecondaryTriangleBuffers();
protected:
TUniqueFunction<bool(const FDynamicMesh3*, int32)> SecondaryTriFilterFunc = nullptr;
//===============================================================================================================
// Support for a Render Decomposition, which is basically a segmentation of the mesh triangles into
// subsets which will be turned into separate RenderBuffers in the Render Proxy. If this is configured,
// then various of the FastNotifyXYZUpdated() functions above will only need to rebuild the RenderBuffers
// that include affected triangles. The FMeshRenderDecomposition implementation has various options for
// building decompositions based on material, spatial clustering, etc.
//
public:
/**
* Configure a decomposition of the mesh, which will result in separate render buffers for each
* decomposition triangle group. Invalidates existing SceneProxy.
*/
virtual void SetExternalDecomposition(TUniquePtr<FMeshRenderDecomposition> Decomposition);
protected:
TUniquePtr<FMeshRenderDecomposition> Decomposition;
//===============================================================================================================
// IRenderMeshPostProcessor Support. If a RenderMesh Postprocessor is configured, then instead of directly
// passing the internal mesh to the RenderProxy, IRenderMeshPostProcessor::PostProcess is applied to populate
// the internal RenderMesh which is passed instead. This allows things like Displacement or Subdivision to be
// done on-the-fly at the rendering level (which is potentially more efficient).
//
public:
/**
* Add a render mesh processor, to be called before the mesh is sent for rendering.
*/
virtual void SetRenderMeshPostProcessor(TUniquePtr<IRenderMeshPostProcessor> Processor);
/**
* The SceneProxy should call these functions to get the post-processed RenderMesh. (See IRenderMeshPostProcessor.)
*/
virtual FDynamicMesh3* GetRenderMesh();
/**
* The SceneProxy should call these functions to get the post-processed RenderMesh. (See IRenderMeshPostProcessor.)
*/
virtual const FDynamicMesh3* GetRenderMesh() const;
protected:
TUniquePtr<IRenderMeshPostProcessor> RenderMeshPostProcessor;
TUniquePtr<FDynamicMesh3> RenderMesh;
//===============================================================================================================
// Support for Component attachment change notifications via delegates. Standard UE
// Actor/Component hierarchy does not generally provide these capabilities, but in some use
// cases (eg procedural mesh Actors) we need to know things like when the Component set inside
// an Actor is modified.
public:
DECLARE_MULTICAST_DELEGATE_TwoParams(FComponentChildrenChangedDelegate, USceneComponent*, bool);
/**
* The OnChildAttached() and OnChildDetached() implementations (from USceneComponent API) broadcast this delegate. This
* allows Actors that have UDynamicMeshComponent's to respond to changes in their Component hierarchy.
*/
FComponentChildrenChangedDelegate OnChildAttachmentModified;
//===============================================================================================================
// Material Set API. DynamicMeshComponent supports changing the Material Set dynamically, even at Runtime.
public:
/**
* Set new list of Materials for the Mesh. Dynamic Mesh Component does not have
* Slot Names, so the size of the Material Set should be the same as the number of
* different Material IDs on the mesh MaterialID attribute
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
void ConfigureMaterialSet(const TArray<UMaterialInterface*>& NewMaterialSet);
/**
* Compute the maximum MaterialID on the DynamicMesh, and ensure that Material Slots match.
* Pass both arguments as false to just do a check.
* @param bCreateIfMissing if true, add extra (empty) Material Slots to match max MaterialID
* @param bDeleteExtraSlots if true, extra Material Slots beyond max MaterialID are removed
* @return true if at the end of this function, Material Slot Count == Max MaterialID
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
bool ValidateMaterialSlots(bool bCreateIfMissing = true, bool bDeleteExtraSlots = true);
//===============================================================================================================
// Triangle-Vertex Tangents support. The default behavior is to not use Tangents, this will lead to incorrect
// rendering for any material with Normal Maps and some other shaders.
// If TangentsType == EDynamicMeshComponentTangentsMode::ExternallyProvided, the Tangent and Bitangent attributes of
// the FDynamicMesh3 AttributeSet are used at the SceneProxy level, the Component is not involved
// If TangentsType == EDynamicMeshComponentTangentsMode::AutoCalculated, the Tangents are computed internally using
// a fast MikkT approximation via FMeshTangentsf. They will be recomputed when the mesh is modified, however
// they are *not* recomputed when using the Fast Update functions above (in that case InvalidateAutoCalculatedTangents()
// can be used to force recomputation)
//
public:
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
void SetTangentsType(EDynamicMeshComponentTangentsMode NewTangentsType);
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
EDynamicMeshComponentTangentsMode GetTangentsType() const { return TangentsType; }
/** This function marks the auto tangents as dirty, they will be recomputed before they are used again */
virtual void InvalidateAutoCalculatedTangents();
/** @return AutoCalculated Tangent Set, which may require that they be recomputed, or nullptr if not enabled/available */
const UE::Geometry::FMeshTangentsf* GetAutoCalculatedTangents();
protected:
/** How should Tangents be calculated/handled */
UPROPERTY()
EDynamicMeshComponentTangentsMode TangentsType = EDynamicMeshComponentTangentsMode::NoTangents;
/** true if AutoCalculatedTangents has been computed for current mesh */
bool bAutoCalculatedTangentsValid = false;
/** Set of per-triangle-vertex tangents computed for the current mesh. Only valid if bAutoCalculatedTangentsValid == true */
UE::Geometry::FMeshTangentsf AutoCalculatedTangents;
void UpdateAutoCalculatedTangents();
//===============================================================================================================
//
// Physics APIs
//
public:
/**
* calls SetComplexAsSimpleCollisionEnabled(true, true)
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
void EnableComplexAsSimpleCollision();
/**
* If bEnabled=true, sets bEnableComplexCollision=true and CollisionType=CTF_UseComplexAsSimple
* If bEnabled=true, sets bEnableComplexCollision=false and CollisionType=CTF_UseDefault
* @param bImmediateUpdate if true, UpdateCollision(true) is called
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
void SetComplexAsSimpleCollisionEnabled(bool bEnabled, bool bImmediateUpdate = true);
/**
* Set value of bDeferCollisionUpdates, when enabled, collision is not automatically recomputed each time the mesh changes.
* @param bImmediateUpdate if true, UpdateCollision(true) is called if bEnabled=false, ie to force a collision rebuild
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
void SetDeferredCollisionUpdatesEnabled(bool bEnabled, bool bImmediateUpdate = true);
virtual bool GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData) override;
virtual bool ContainsPhysicsTriMeshData(bool InUseAllTriData) const override;
virtual bool WantsNegXTriMesh() override;
/** @return current BodySetup for this Component, or nullptr if it does not exist */
virtual const UBodySetup* GetBodySetup() const { return MeshBodySetup; }
/** @return BodySetup for this Component. A new BodySetup will be created if one does not exist. */
virtual UBodySetup* GetBodySetup() override;
/** @return Set new BodySetup for this Component. */
virtual void SetBodySetup(UBodySetup* NewSetup);
/**
* Force an update of the Collision/Physics data for this Component.
* @param bOnlyIfPending only update if a collision update is pending, ie the underlying DynamicMesh changed and bDeferCollisionUpdates is enabled
*/
UFUNCTION(BlueprintCallable, Category = "Dynamic Mesh Component")
virtual void UpdateCollision(bool bOnlyIfPending = true);
/** Type of Collision Geometry to use for this Mesh */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dynamic Mesh Component|Collision")
TEnumAsByte<enum ECollisionTraceFlag> CollisionType = ECollisionTraceFlag::CTF_UseSimpleAsComplex;
/**
* If true, current mesh will be used as Complex Collision source mesh.
* This is independent of the CollisionType setting, ie, even if Complex collision is enabled, if this is false, then the Complex Collision mesh will be empty
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dynamic Mesh Component|Collision");
bool bEnableComplexCollision = false;
/** If true, updates to the mesh will not result in immediate collision regeneration. Useful when the mesh will be modified multiple times before collision is needed. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dynamic Mesh Component|Collision");
bool bDeferCollisionUpdates = false;
protected:
UPROPERTY(Instanced)
TObjectPtr<UBodySetup> MeshBodySetup;
virtual void InvalidatePhysicsData();
virtual void RebuildPhysicsData();
bool bCollisionUpdatePending = false;
protected:
//
// standard Component internals, for computing bounds and managing the SceneProxy
//
/** Current local-space bounding box of Mesh */
UE::Geometry::FAxisAlignedBox3d LocalBounds;
/** Recompute LocalBounds from the current Mesh */
void UpdateLocalBounds();
/**
* This is called to tell our RenderProxy about modifications to the material set.
* We need to pass this on for things like material validation in the Editor.
*/
virtual void NotifyMaterialSetUpdated();
/**
* If the render proxy is invalidated (eg by MarkRenderStateDirty()), it will be destroyed at the end of
* the frame, but the base SceneProxy pointer is not nulled out immediately. As a result if we call various
* partial-update functions after invalidating the proxy, they may be operating on an invalid proxy.
* So we have to keep track of proxy-valid state ourselves.
*/
bool bProxyValid = false;
virtual FBaseDynamicMeshSceneProxy* GetBaseSceneProxy() override { return (FBaseDynamicMeshSceneProxy*)GetCurrentSceneProxy(); }
/**
* @return current render proxy, if valid, otherwise nullptr
*/
FDynamicMeshSceneProxy* GetCurrentSceneProxy();
/**
* Fully invalidate all rendering data for this Component. Current Proxy will be discarded, Bounds and possibly Tangents recomputed, etc
*/
void ResetProxy();
//~ Begin UPrimitiveComponent Interface.
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
//~ USceneComponent Interface.
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
virtual void OnChildAttached(USceneComponent* ChildComponent) override;
virtual void OnChildDetached(USceneComponent* ChildComponent) override;
//~ UObject Interface.
virtual void PostLoad() override;
#if WITH_EDITOR
void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};