Comments (2)
It seems like this works:
TArray<FRuntimeMeshVertexSimple> Verts;
TArray<int32> Tris;
FRuntimeMeshAsync::CreateMeshSection<FRuntimeMeshVertexSimple>(this, 0, Verts, Tris);
But trying to use the dual buffer arrays doesn't compile:
TArray<FVector> Verts;
TArray<FRuntimeMeshVertexNoPosition> VertData;
TArray<int32> Tris;
FRuntimeMeshAsync::CreateMeshSectionDualBuffer<FRuntimeMeshVertexNoPosition>(this, 0, Verts, VertData, Tris);
with compiler error:
RuntimeMeshAsync.h(204): error C2664: 'void URuntimeMeshComponent::CreateMeshSection(int32,IRuntimeMeshVerticesBuilder &,FRuntimeMeshIndicesBuilder &,bool,EUpdateFrequency,ESectionUpdateFlags)': cannot convert argument 3 from 'TArray<FRuntimeMeshVertexNoPosition,FDefaultAllocator>' to 'TArray<ElementType,FDefaultAllocator> &'
2> with
2> [
2> ElementType=int32
2> ]
note: see reference to function template instantiation 'void FRuntimeMeshAsync::CreateMeshSectionDualBuffer<FRuntimeMeshVertexNoPosition>(TWeakObjectPtr<URuntimeMeshComponent,FWeakObjectPtr>,int32,TArray<FVector,FDefaultAllocator> &,TArray<FRuntimeMeshVertexNoPosition,FDefaultAllocator> &,TArray<ElementType,FDefaultAllocator> &,bool,EUpdateFrequency,ESectionUpdateFlags)' being compiled
2> with
2> [
2> ElementType=int32
2> ]
Why is it trying to compile with ElementType=int32 when the template is specified as FRuntimeMeshVertexNoPosition
?
from realtimemeshcomponent.
Hello,
All existing issues for RMCv2 are being closed as RMCv2 is no longer being supported. RMCv3 is in beta here : https://github.com/Koderz/RuntimeMeshComponent/tree/Version3Dev
If you encounter this or any new issues in v3 please feel free to open a new issue!
Thanks!
-Koderz
from realtimemeshcomponent.
Related Issues (20)
- generated collision is flipped when interacting with physics actor HOT 1
- FRenderResource's `IsInRenderingThread`-check fails during generation? HOT 3
- Flickering/Crash when updating URealtimeMeshSimple HOT 4
- Mesh creation completely broken when using UV1 HOT 1
- RealtimeMeshSimple.h Reference compilation failed in class HOT 1
- Fatal error: [File:D:/UE4_SRC/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') HOT 2
- Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff HOT 5
- Intermittent crash due to UE5 DX12 GPU memory bug HOT 6
- Fails to compile on UE5.2: error C2665: 'GetTypeHash': none of the 5 overloads could convert all the argument types HOT 2
- vram not enough HOT 2
- 5.1 crash (RayTracingGeometry->Initializer.TotalPrimitiveCount) HOT 5
- Intermittent link errors on UE 5.2 HOT 2
- RMC not visible in HTML5 HOT 1
- Just echoing question - 5.3 support planned? Thank you! HOT 2
- UE5.3 Packaging failed HOT 1
- Multiple UVs and High Precision UVs don't work HOT 1
- Create a basic mesh in Unreal 5.3 HOT 9
- RealtimeMeshAlgo::GenerateTangents type mismatch fixes HOT 1
- UpdateSectionGroup fix HOT 1
- Incorrect face index from trace
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from realtimemeshcomponent.