### Initialize Realtime Mesh Component in C++ Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Demonstrates the setup process for a RealtimeMeshComponent within an Unreal Engine actor. It covers creating the component and initializing it with a simple mesh type. ```cpp #include "RealtimeMeshComponent.h" #include "RealtimeMeshSimple.h" void AMyActor::SetupMesh() { // Create the component URealtimeMeshComponent* MeshComponent = CreateDefaultSubobject(TEXT("RealtimeMesh")); // Initialize with the simple mesh type (most common use case) URealtimeMeshSimple* RealtimeMesh = MeshComponent->InitializeRealtimeMesh(); // Alternative: Initialize from Blueprint // RealtimeMesh = MeshComponent->InitializeRealtimeMesh(URealtimeMeshSimple::StaticClass()); if (RealtimeMesh) { UE_LOG(LogTemp, Log, TEXT("Realtime Mesh initialized successfully")); } } ``` -------------------------------- ### Implement Mesh Generation Events in C++ Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Demonstrates how to extend URealtimeMeshSimple to implement procedural mesh generation using a mesh builder. It covers vertex initialization, tangent/texture coordinate setup, and triangle indexing. ```cpp UCLASS() class UMyProceduralMesh : public URealtimeMeshSimple { GENERATED_BODY() public: virtual void OnGenerateMesh_Implementation(URealtimeMesh* TargetMesh) override { URealtimeMeshSimple* SimpleMesh = Cast(TargetMesh); if (!SimpleMesh) return; FRealtimeMeshStreamSet StreamSet; TRealtimeMeshBuilderLocal Builder(StreamSet); Builder.EnableTangents(); Builder.EnableTexCoords(); for (int32 Y = 0; Y < 10; Y++) { for (int32 X = 0; X < 10; X++) { float Height = FMath::PerlinNoise2D(FVector2D(X * 0.1f, Y * 0.1f)) * 100.0f; Builder.AddVertex(FVector3f(X * 100.0f, Y * 100.0f, Height)) .SetNormalAndTangent(FVector3f(0, 0, 1), FVector3f(1, 0, 0)) .SetTexCoord(FVector2f(X / 10.0f, Y / 10.0f)); } } for (int32 Y = 0; Y < 9; Y++) { for (int32 X = 0; X < 9; X++) { int32 V0 = Y * 10 + X; int32 V1 = V0 + 1; int32 V2 = V0 + 10; int32 V3 = V2 + 1; Builder.AddTriangle(V0, V2, V1); Builder.AddTriangle(V1, V2, V3); } } FRealtimeMeshSectionGroupKey GroupKey = FRealtimeMeshSectionGroupKey::Create(0, FName("Terrain")); SimpleMesh->CreateSectionGroup(GroupKey, StreamSet); } }; ``` -------------------------------- ### Create Basic Triangle Mesh with Stream Builder in C++ Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Illustrates how to procedurally generate a triangle mesh using the Realtime Mesh Stream Builder. This includes configuring vertices, normals, UVs, and colors before committing the geometry to a section group. ```cpp #include "RealtimeMeshSimple.h" #include "Core/RealtimeMeshBuilder.h" using namespace RealtimeMesh; void CreateTriangle(URealtimeMeshSimple* RealtimeMesh) { // Create the stream set - contains all mesh data buffers FRealtimeMeshStreamSet StreamSet; // Initialize builder with 16-bit indices, packed normals, half-precision UVs TRealtimeMeshBuilderLocal Builder(StreamSet); // Enable mesh features Builder.EnableTangents(); Builder.EnableTexCoords(); Builder.EnableColors(); Builder.EnablePolyGroups(); // Add vertices with chaining API int32 V0 = Builder.AddVertex(FVector3f(-50.0f, 0.0f, 0.0f)) .SetNormalAndTangent(FVector3f(0.0f, -1.0f, 0.0f), FVector3f(1.0f, 0.0f, 0.0f)) .SetColor(FColor::Red) .SetTexCoord(FVector2f(0.0f, 0.0f)); int32 V1 = Builder.AddVertex(FVector3f(0.0f, 0.0f, 100.0f)) .SetNormalAndTangent(FVector3f(0.0f, -1.0f, 0.0f), FVector3f(1.0f, 0.0f, 0.0f)) .SetColor(FColor::Green) .SetTexCoord(FVector2f(0.5f, 1.0f)); int32 V2 = Builder.AddVertex(FVector3f(50.0, 0.0, 0.0)) .SetNormalAndTangent(FVector3f(0.0f, -1.0f, 0.0f), FVector3f(1.0f, 0.0f, 0.0f)) .SetColor(FColor::Blue) .SetTexCoord(FVector2f(1.0f, 0.0f)); // Add triangle with counter-clockwise winding and polygroup index Builder.AddTriangle(V0, V1, V2, 0); // Setup material slots RealtimeMesh->SetupMaterialSlot(0, "PrimaryMaterial"); // Create section group key (unique identifier for shared buffers) const FRealtimeMeshSectionGroupKey GroupKey = FRealtimeMeshSectionGroupKey::Create(0, FName("TestTriangle")); // Create the section group with the stream set RealtimeMesh->CreateSectionGroup(GroupKey, StreamSet); // Configure section with material slot const FRealtimeMeshSectionKey SectionKey = FRealtimeMeshSectionKey::CreateForPolyGroup(GroupKey, 0); RealtimeMesh->UpdateSectionConfig(SectionKey, FRealtimeMeshSectionConfig(0)); } ``` -------------------------------- ### Configure Simple Collision with RealtimeMeshComponent Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Explains how to set up basic collision shapes for physics interactions, including spheres, boxes, capsules, and convex hulls. It covers configuring collision settings, adding, updating, and removing shapes using `RealtimeMeshCollisionLibrary` and `RealtimeMeshSimpleGeometryFunctionLibrary`. ```cpp #include "RealtimeMeshCollisionLibrary.h" void SetupSimpleCollision(URealtimeMeshSimple* RealtimeMesh) { // Get current collision configuration FRealtimeMeshCollisionConfiguration CollisionConfig = RealtimeMesh->GetCollisionConfig(); CollisionConfig.bUseComplexAsSimpleCollision = false; CollisionConfig.bUseAsyncCook = true; RealtimeMesh->SetCollisionConfig(CollisionConfig); // Create simple geometry FRealtimeMeshSimpleGeometry SimpleGeometry; // Add sphere collision FRealtimeMeshCollisionSphere Sphere; Sphere.Name = FName("CenterSphere"); Sphere.Center = FVector(0, 0, 50); Sphere.Radius = 50.0f; int32 SphereIndex; URealtimeMeshSimpleGeometryFunctionLibrary::AddSphere(SimpleGeometry, Sphere, SphereIndex); // Add box collision FRealtimeMeshCollisionBox Box; Box.Name = FName("BaseBox"); Box.Transform = FTransform(FVector(0, 0, 0)); Box.Extents = FVector(100, 100, 50); int32 BoxIndex; URealtimeMeshSimpleGeometryFunctionLibrary::AddBox(SimpleGeometry, Box, BoxIndex); // Add capsule collision FRealtimeMeshCollisionCapsule Capsule; Capsule.Name = FName("BodyCapsule"); Capsule.Center = FVector(0, 0, 100); Capsule.Radius = 40.0f; Capsule.HalfLength = 80.0f; Capsule.Rotation = FRotator(0, 0, 0); int32 CapsuleIndex; URealtimeMeshSimpleGeometryFunctionLibrary::AddCapsule(SimpleGeometry, Capsule, CapsuleIndex); // Add convex hull collision FRealtimeMeshCollisionConvex ConvexHull; ConvexHull.Name = FName("CustomShape"); ConvexHull.Vertices = { FVector(0, 0, 0), FVector(100, 0, 0), FVector(100, 100, 0), FVector(0, 100, 0), FVector(50, 50, 100) }; URealtimeMeshCollisionTools::CookConvexHull(ConvexHull); int32 ConvexIndex; URealtimeMeshSimpleGeometryFunctionLibrary::AddConvex(SimpleGeometry, ConvexHull, ConvexIndex); // Apply simple geometry to mesh RealtimeMesh->SetSimpleGeometry(SimpleGeometry); // Update existing shapes bool bSuccess; Sphere.Radius = 60.0f; URealtimeMeshSimpleGeometryFunctionLibrary::UpdateSphere(SimpleGeometry, SphereIndex, Sphere, bSuccess); // Remove shapes URealtimeMeshSimpleGeometryFunctionLibrary::RemoveBoxByName(SimpleGeometry, FName("BaseBox"), bSuccess); } ``` -------------------------------- ### Configure Material Slots in RealtimeMeshComponent Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Demonstrates how to load materials, assign them to indexed slots on a RealtimeMesh component, and query slot metadata such as names and validity. This is essential for procedural mesh rendering where multiple materials are required for different geometry sections. ```cpp void ConfigureMaterials(URealtimeMesh* RealtimeMesh) { // Load materials UMaterialInterface* BaseMaterial = LoadObject(nullptr, TEXT("/Game/Materials/M_Base.M_Base")); UMaterialInterface* DetailMaterial = LoadObject(nullptr, TEXT("/Game/Materials/M_Detail.M_Detail")); // Setup material slots RealtimeMesh->SetupMaterialSlot(0, FName("Base"), BaseMaterial); RealtimeMesh->SetupMaterialSlot(1, FName("Detail"), DetailMaterial); RealtimeMesh->SetupMaterialSlot(2, FName("Trim"), nullptr); // Will use override from component // Query material information int32 MaterialCount = RealtimeMesh->GetNumMaterials(); FName SlotName = RealtimeMesh->GetMaterialSlotName(0); int32 SlotIndex = RealtimeMesh->GetMaterialIndex(FName("Detail")); bool bIsValid = RealtimeMesh->IsMaterialSlotNameValid(FName("Base")); // Get all slot names TArray SlotNames = RealtimeMesh->GetMaterialSlotNames(); for (const FName& Name : SlotNames) { UE_LOG(LogTemp, Log, TEXT("Material Slot: %s"), *Name.ToString()); } // Get material at slot UMaterialInterface* Material = RealtimeMesh->GetMaterial(0); } ``` -------------------------------- ### Manage Mesh Bounds and Data Lifecycle Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Utilities for resetting mesh state, retrieving bounding information, and toggling persistence settings like serialization and network support. ```cpp void ManageMesh(URealtimeMesh* RealtimeMesh) { FBoxSphereBounds LocalBounds = RealtimeMesh->GetLocalBounds(); UE_LOG(LogTemp, Log, TEXT("Mesh Bounds: Origin=%s, Extent=%s"), *LocalBounds.Origin.ToString(), *LocalBounds.BoxExtent.ToString()); RealtimeMesh->Reset(); RealtimeMesh->SetShouldSerializeMeshData(true); bool bWillSerialize = RealtimeMesh->ShouldSerializeMeshData(); bool bNetworked = RealtimeMesh->IsSupportedForNetworking(); } ``` -------------------------------- ### Manage Mesh Sections and Section Groups Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Covers the creation and configuration of mesh sections using FRealtimeMeshSectionKey and FRealtimeMeshSectionGroupKey. Shows how to define stream ranges, manage visibility, control shadow casting, and remove sections from the mesh component. ```cpp void ManageSections(URealtimeMeshSimple* RealtimeMesh) { // Create section group key (LOD 0, named "Terrain") FRealtimeMeshSectionGroupKey GroupKey = FRealtimeMeshSectionGroupKey::Create(0, FName("Terrain")); // Create section keys within the group FRealtimeMeshSectionKey Section0 = FRealtimeMeshSectionKey::Create(GroupKey, 0); FRealtimeMeshSectionKey Section1 = FRealtimeMeshSectionKey::Create(GroupKey, 1); // Or create based on polygroup index FRealtimeMeshSectionKey PolyGroupSection = FRealtimeMeshSectionKey::CreateForPolyGroup(GroupKey, 0); // Create section with configuration FRealtimeMeshSectionConfig SectionConfig; SectionConfig.MaterialSlot = 0; SectionConfig.bIsVisible = true; SectionConfig.bCastsShadow = true; FRealtimeMeshStreamRange StreamRange; StreamRange.Vertices = FInt32Range(0, 100); // Use vertices 0-99 StreamRange.Indices = FInt32Range(0, 300); // Use indices 0-299 RealtimeMesh->CreateSection(Section0, SectionConfig, StreamRange, true); // Update section configuration SectionConfig.MaterialSlot = 1; RealtimeMesh->UpdateSectionConfig(Section0, SectionConfig, false); // Update section visibility RealtimeMesh->SetSectionVisibility(Section0, false); // Update section shadow casting RealtimeMesh->SetSectionCastShadow(Section0, false); // Query section state FRealtimeMeshSectionConfig Config = RealtimeMesh->GetSectionConfig(Section0); bool bIsVisible = RealtimeMesh->IsSectionVisible(Section0); bool bCastsShadow = RealtimeMesh->IsSectionCastingShadow(Section0); // Get all sections in a group TArray Sections = RealtimeMesh->GetSectionsInGroup(GroupKey); // Remove sections RealtimeMesh->RemoveSection(Section0); RealtimeMesh->RemoveSectionGroup(GroupKey); } ``` -------------------------------- ### Configure Levels of Detail (LOD) Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Demonstrates how to add, manage, and update Levels of Detail for a mesh. This is critical for controlling rendering performance by adjusting screen-space thresholds for different mesh complexities. ```cpp #include "RealtimeMesh.h" void SetupLODs(URealtimeMesh* RealtimeMesh) { FRealtimeMeshLODConfig LOD0Config; LOD0Config.bIsVisible = true; LOD0Config.ScreenSize = 1.0f; FRealtimeMeshLODKey LOD0 = RealtimeMesh->AddLOD(LOD0Config); FRealtimeMeshLODConfig LOD1Config; LOD1Config.bIsVisible = true; LOD1Config.ScreenSize = 0.5f; FRealtimeMeshLODKey LOD1 = RealtimeMesh->AddLOD(LOD1Config); FRealtimeMeshLODConfig LOD2Config; LOD2Config.bIsVisible = true; LOD2Config.ScreenSize = 0.25f; FRealtimeMeshLODKey LOD2 = RealtimeMesh->AddLOD(LOD2Config); LOD1Config.ScreenSize = 0.6f; RealtimeMesh->UpdateLODConfig(LOD1, LOD1Config); RealtimeMesh->RemoveTrailingLOD(); } ``` -------------------------------- ### Create and Modify Meshes with Blueprint Mesh Builder Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Utilizes the URealtimeMeshLocalBuilder to construct procedural meshes. It covers stream set initialization, vertex and triangle addition, and the fluent API for configuring mesh attributes like tangents and colors. ```cpp #include "Mesh/RealtimeMeshBlueprintMeshBuilder.h" void BlueprintStyleMeshCreation(URealtimeMeshSimple* RealtimeMesh) { URealtimeMeshStreamSet* StreamSet = NewObject(); URealtimeMeshLocalBuilder* Builder = StreamSet->MakeLocalMeshBuilder( ERealtimeMeshSimpleStreamConfig::Normal, ERealtimeMeshSimpleStreamConfig::Normal, false, ERealtimeMeshSimpleStreamConfig::None, true, 1, false ); Builder->EnableTangents(false) ->EnableColors() ->EnableTexCoords(2); FRealtimeMeshBasicVertex Vertex; Vertex.Position = FVector(-50.0f, 0.0f, 0.0f); Vertex.Normal = FVector(0.0f, 0.0f, 1.0f); Vertex.Tangent = FVector(1.0f, 0.0f, 0.0f); Vertex.Color = FLinearColor::Red; Vertex.UV0 = FVector2D(0.0f, 0.0f); URealtimeMeshLocalBuilder* BuilderRef = Builder; int32 V0 = Builder->AddVertex(BuilderRef, Vertex); Builder->EditVertex(BuilderRef, V0, FVector(-100.0f, 0.0f, 0.0f), true, FVector(0.0f, 0.0f, 1.0f), false, FVector(1.0f, 0.0f, 0.0f), false, FLinearColor::Blue, true, FVector2D(0.0f, 0.0f), false, FVector2D::Zero(), false, FVector2D::Zero(), false, FVector2D::Zero(), false ); Builder->AddTriangle(BuilderRef, 0, 1, 2, 0); FRealtimeMeshSectionGroupKey GroupKey = FRealtimeMeshSectionGroupKey::Create(0, FName("BlueprintMesh")); FRealtimeMeshSimpleCompletionCallback Callback; RealtimeMesh->CreateSectionGroup(GroupKey, StreamSet, Callback); } ``` -------------------------------- ### Edit Mesh Data In-Place with RealtimeMeshComponent Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Demonstrates how to modify existing mesh data directly without needing to recreate the entire mesh. This involves accessing mesh streams and applying changes, with a focus on vertex positions. It utilizes `EditMeshInPlace` for direct manipulation and `ProcessMesh` for read-only access. ```cpp void EditMeshData(URealtimeMeshSimple* RealtimeMesh) { FRealtimeMeshSectionGroupKey GroupKey = FRealtimeMeshSectionGroupKey::Create(0, FName("Terrain")); // Read-only access to mesh data RealtimeMesh->ProcessMesh(GroupKey, [](const RealtimeMesh::FRealtimeMeshStreamSet& StreamSet) { // Read vertex positions if (const RealtimeMesh::FRealtimeMeshStream* PositionStream = StreamSet.Find(FRealtimeMeshStreams::Position)) { TRealtimeMeshStreamBuilder Positions(*PositionStream); for (int32 i = 0; i < Positions.Num(); i++) { FVector3f Position = Positions[i]; UE_LOG(LogTemp, Log, TEXT("Vertex %d: %s"), i, *Position.ToString()); } } }); // Edit mesh data in place TFuture Result = RealtimeMesh->EditMeshInPlace(GroupKey, [](RealtimeMesh::FRealtimeMeshStreamSet& StreamSet) -> TSet { TSet UpdatedStreams; // Modify vertex positions if (RealtimeMesh::FRealtimeMeshStream* PositionStream = StreamSet.Find(FRealtimeMeshStreams::Position)) { TRealtimeMeshStreamBuilder Positions(*PositionStream); for (int32 i = 0; i < Positions.Num(); i++) { FVector3f& Position = Positions[i]; Position.Z += FMath::Sin(i * 0.1f) * 10.0f; // Wave effect } UpdatedStreams.Add(FRealtimeMeshStreams::Position); } return UpdatedStreams; }); // Wait for update to complete ERealtimeMeshProxyUpdateStatus Status = Result.Get(); } ``` -------------------------------- ### Optimize Mesh Data with Stream Pool (C++) Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Implements object pooling for mesh data streams to minimize allocation overhead during frequent creation and destruction of mesh data. This involves requesting streams, stream sets, and builders from a pool, using them, and then returning them to the pool for reuse. Dependencies include Unreal Engine's Realtime Mesh Component. ```cpp void UseStreamPool(URealtimeMeshComponent* MeshComponent) { // Create a stream pool (typically store as member variable) URealtimeMeshStreamPool* StreamPool = NewObject(); // Request stream from pool FRealtimeMeshStreamKey StreamKey = FRealtimeMeshStreams::Position; URealtimeMeshStream* Stream = StreamPool->RequestStream( StreamKey, ERealtimeMeshSimpleStreamType::Vector3, 3 // 3 elements per entry (x, y, z) ); // Request stream set from pool URealtimeMeshStreamSet* StreamSet = StreamPool->RequestStreamSet(); // Request mesh builder from pool URealtimeMeshLocalBuilder* Builder = StreamPool->RequestMeshBuilder(); Builder->Initialize( ERealtimeMeshSimpleStreamConfig::Normal, // Tangents ERealtimeMeshSimpleConfig::Normal, // TexCoords false, // 16-bit indices ERealtimeMeshSimpleStreamConfig::None, // No polygroups true, // Colors 1, // UV channels false // Fresh start ); // Use the builder to create mesh... URealtimeMeshLocalBuilder* BuilderRef = Builder; FRealtimeMeshBasicVertex Vertex; Vertex.Position = FVector(0, 0, 0); Builder->AddVertex(BuilderRef, Vertex); // Return to pool when done (reuse later) StreamPool->ReturnStream(Stream); StreamPool->ReturnStreamSet(StreamSet); StreamPool->ReturnMeshBuilder(Builder); // Return all at once StreamPool->ReturnAllStreams(); // Free all (allow garbage collection) StreamPool->FreeAllStreams(); } ``` -------------------------------- ### Configure Complex Collision with Realtime Mesh (C++) Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Sets up complex mesh-based collision for accurate physics interactions. This involves enabling complex collision in the configuration, and then either auto-generating collision from mesh sections or providing custom complex mesh geometry. Dependencies include Unreal Engine's Realtime Mesh Component and collision tools. ```cpp void SetupComplexCollision(URealtimeMeshSimple* RealtimeMesh) { // Enable complex collision in configuration FRealtimeMeshCollisionConfiguration CollisionConfig = RealtimeMesh->GetCollisionConfig(); CollisionConfig.bUseComplexAsSimpleCollision = true; CollisionConfig.bUseAsyncCook = true; RealtimeMesh->SetCollisionConfig(CollisionConfig); // Option 1: Auto-generate from mesh sections // By default, sections with collision enabled will be used FRealtimeMeshSectionGroupKey GroupKey = FRealtimeMeshSectionGroupKey::Create(0, FName("Terrain")); FRealtimeMeshSectionKey SectionKey = FRealtimeMeshSectionKey::Create(GroupKey, 0); FRealtimeMeshSectionConfig SectionConfig; SectionConfig.MaterialSlot = 0; FRealtimeMeshStreamRange StreamRange; StreamRange.Vertices = FInt32Range(0, 1000); StreamRange.Indices = FInt32Range(0, 3000); // true = create collision from this section RealtimeMesh->CreateSection(SectionKey, SectionConfig, StreamRange, true); // Option 2: Custom complex mesh geometry FRealtimeMeshComplexGeometry ComplexGeometry; FRealtimeMeshCollisionMesh CollisionMesh; // Build collision mesh from stream set FRealtimeMeshStreamSet StreamSet; TRealtimeMeshBuilderLocal Builder(StreamSet); // Add collision geometry Builder.AddVertex(FVector3f(0, 0, 0)); Builder.AddVertex(FVector3f(100, 0, 0)); Builder.AddVertex(FVector3f(0, 100, 0)); Builder.AddTriangle(0, 1, 2, 0); // Append to collision mesh int32 MaterialIndex = 0; URealtimeMeshCollisionTools::AppendStreamsToCollisionMesh(CollisionMesh, StreamSet, MaterialIndex); // Cook the collision mesh URealtimeMeshCollisionTools::CookComplexMesh(CollisionMesh); // Add to complex geometry ComplexGeometry.AddMesh(MoveTemp(CollisionMesh)); // Set custom complex geometry RealtimeMesh->SetCustomComplexMeshGeometry(MoveTemp(ComplexGeometry)); // Edit complex geometry in place RealtimeMesh->EditCustomComplexMeshGeometry([](FRealtimeMeshComplexGeometry& Geometry) { // Modify collision meshes }); // Clear custom complex geometry RealtimeMesh->ClearCustomComplexMeshGeometry(); } ``` -------------------------------- ### Query UV Coordinates at Hit Location Source: https://context7.com/triaxis-games/realtimemeshcomponent/llms.txt Retrieves UV texture coordinates from a physical hit result, enabling features like decal placement or texture sampling at runtime. Supports both standard mesh queries and specialized collision UV tools. ```cpp void HandleMeshHit(const FHitResult& Hit) { URealtimeMeshComponent* HitComponent = Cast(Hit.Component.Get()); if (!HitComponent) return; URealtimeMesh* RealtimeMesh = HitComponent->GetRealtimeMesh(); if (!RealtimeMesh) return; FVector2D UV; int32 UVChannel = 0; bool bSuccess = RealtimeMesh->CalcTexCoordAtLocation( Hit.ImpactPoint, Hit.Item, Hit.FaceIndex, UVChannel, UV ); if (bSuccess) { UE_LOG(LogTemp, Log, TEXT("Hit UV: %s"), *UV.ToString()); } FVector2D CollisionUV; bool bFoundUV = URealtimeMeshCollisionTools::FindCollisionUVRealtimeMesh(Hit, UVChannel, CollisionUV); } ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.