UMeshComponent specification to Skeletal Static in children There are various workarounds The simplest approach is to make your variable VisibleAnywhere, and simply require the component to be added to the child blueprint in the regular way via the AddComponent button
Procedural Mesh Generation | Unreal Engine Community Wiki Check this Wiki page to find a tutorial for it: Procedural Mesh Component in C++:Getting Started The following assumes you already have a project created However, you will need to add RHI, RenderCore and ShaderCore modules in your build file
SimpleMeshProxy - GitHub Based on the open source RuntimeMeshComponent by Triaxis Games The purpose of the SimpleMeshProxy is to provide a base mesh proxy that can be used for components derived from UMeshComponent
using UMeshComponent in blueprint to be able to assign it to be a . . . I looked into trying to use UMeshComponent in C++ however I can’t seem to get that to show up in components section in the actor only as a variable I’m wondering if what I’m trying to achieve is even possible or if there is a better way of going about it
Unreal Engine C++: Skeletal Mesh doc sheet - Rodolphe Vaillant There are mainly 2 options to represent a mesh asset in Unreal, static mesh and skeletal mesh While only static meshes (as of today) can use Nanite, skeletal meshes are the only way to represent skeletal deformation and to smoothly deform a triangular mesh
Editing Builtin Engine-Classes (UMeshComponent) I figured that the easiest way to achieve this is to edit the UMeshComponent header directly I cannot simply inherit from a subclass, since I’ll want to use static and dynamic meshes in the future, so editing their base class would be the most elegant way
GitHub - AyoubKhammassi CustomMeshComponent: The minimal source code . . . A minimal Unreal Engine 4 project that contains all the needed source code for a custom mesh component and showcases its usage This is an example project published with a series of articles that cover the process of creating custom mesh components in UE4 The intro for the series can be found here