Features:
- Mesh Booleans with any mesh, saving/loading, exporting/importing, generating, uniform random placement on the surface, runtime, and real-time applications, mesh animations not possible by any other means, and much more.
- Possible applications: Cutting meshes dynamically, destruction, cutaway diagrams, meshes from images, real bullet holes (optimizing for a multiplayer shooter game may be challenging though), meshes from splines or ‘hand drawn’ outlines
- For more, see the Functions List above.
- Functions/nodes are made to be very modular, and easy to understand how they work together.
- Example blueprints for a variety of applications, showing how to chain nodes together to achieve different things.
- Includes a demo game “Cut Game”, roll around cutting through the floor and knocking point balls into the holes you make. Demonstrates the fundamentals of retaining data for consecutive mesh operations.
- Full C++ source code included.
Code Modules:
- MeshOpsPlugin
Number of Blueprints: 30 (mostly example blueprints)
Number of C++ Classes: 2
Network Replicated: No
Supported Development Platforms: Windows, etc.
Supported Target Build Platforms: Windows
Documentation: MeshOpsPlugin Content/READ_ME
Auto-Generated Documentation: https://vyrulent.com/MeshOps/Documentation/MeshOpsPluginBPLibrary/MeshOpsPluginBPLibrary.html
Example Project: N/A
Important/Additional Notes:
特征:
- 网格布尔与任何网格,保存/加载,导出/导入,生成,均匀随机放置在表面,运行时和实时应用程序,网格动画不可能通过任何其他手段,等等。
- 可能的应用:动态切割网格,破坏,切割图,图像网格,真实弹孔(优化多人射击游戏可能具有挑战性),样条网格或”手绘”轮廓
- 有关更多信息,请参阅上面的函数列表。
- 函数/节点被制作成非常模块化,并且易于理解它们如何协同工作。
- 各种应用程序的示例蓝图,展示了如何将节点链接在一起以实现不同的事情。
- 包括一个演示游戏”切割游戏”,滚来滚去切割地板和敲点球到你做的洞。 演示为连续网格操作保留数据的基本原理。
- 包括完整的c++源代码.
代码模块:
- [医]网状蛋白
蓝图数量:30(主要是蓝图示例)
C++类数:2
网络复制:没有
支持的开发平台:Windows等。
支持的目标构建平台:Windows
文档:MeshOpsPlugin内容/READ_ME
自动生成的文档: https://vyrulent.com/MeshOps/Documentation/MeshOpsPluginBPLibrary/MeshOpsPluginBPLibrary.html
示例项目:N/A
重要/附加注意事项:





OVERVIEW VIDEO — also — Skeletal Mesh Edits Video (Experimental)
NEW – Community Discord (for sharing, support, requests, experimental builds, and info)
Mesh Ops is a collection of 200 300+ Blueprint Nodes written in C++. Over 6,000 lines of code! Mesh Ops allows for a wide variety of advanced Procedural Mesh edits and generation at runtime. Use any mesh! Included are several example blueprints of how to chain together these nodes to accomplish many different things. Most functions are construction script tested/safe (when used as intended, please backup your work.) Full C++ source is included. No external dependencies or libraries to worry about! Mesh Ops is updated regularly, and we provide access to several experimental features currently in development like skeletal mesh editing and cpu-based mesh icon rendering. 5.2 is currently the main branch and will generally receive updates first.
News – 5.4 ADDED!
Known Issue with 4.26 – Incompatible with GeometryProcessing plugin, 4.27+ doesn’t have this issue. Email for a custom build if you need that plugin and can’t upgrade.
Youtube We may provide tutorials in the future, stay tuned.
Questions / Special Requests – vyrulentstudios@gmail.com
Documentation (Auto Generated)
PDF version https://vyrulent.com/MeshOps/MeshOpsDoc.pdf
The Mesh Data structure is completely decoupled from Procedural meshes, meaning any Procedural Mesh replacement that uses arrays for their vertexes and triangles is compatible.
INCLUDED DEMO GAME
‘Cut Game’ is included as an example of how this plugin could be integrated into gameplay. Roll around and slice into the floor as you go, once you cross back over your path it cuts out a section of the floor for a limited amount of time. The goal is to knock as many point spheres into the holes you make as you can within the time limit, green spheres are worth points, red subtract from your total points, and blue spheres increase the remaining time.
Note: The Mesh Boolean function and some of the related code are from an engine plugin called Geometry Processing, included in Unreal since 4.26, but not exposed to blueprints on its own. Mesh Booleans on simple meshes are very fast – enough to be done in real-time, i.e. every frame, but for more complex meshes it takes much longer, we provide methods to save and load the data so it doesn’t have to be generated at runtime, or regenerated.
Most of the functions operate on an entire mesh at once and/or use a loop of vertices – fine mesh ‘modeling’ type editing is limited/not available at present.
QUICK START
You should be able to right-click in a blueprint and type Mesh Ops, to find all the nodes available. Mesh Data is the structure that holds procedural mesh data. Read on for more.
GETTING STARTED
- Enable Show Plugin Content (and possibly Show Engine Content) in the Content Browser
- Find the MeshOpsPlugin Content folder in the Content Browser
- I’d recommend opening the Content/READ_ME blueprint, it’s a good idea to familiarize yourself with the nodes
- Or open the Content/Maps/MeshOpsDemo map and press play
C++ GETTING STARTED
- Add “MeshOpsPlugin” to your .build.cs file under “PublicDependencyModuleNames”.
- Add #include “MeshOpsPluginBPLibrary.h” to your .h file.
- You should be able to use the namespace MeshOps:: or UMeshOpsPluginBPLibrary:: to call functions.
- All source code is included, refer to MeshOpsPluginBPLibrary.h for function definitions.
Dependencies
- After installing the plugin and enabling it for your project, ensure the following plugins are enabled as well: Geometry Processing, and Procedural Mesh Component (should be enabled automatically when enabling this plugin) DO NOT enable Geometry Processing in 4.26, there’s a compatibility issue for that version.
- C++ users: “ProceduralMeshComponent”, “GeometryCore”, “DynamicMesh” might be needed in your build.cs file
Move the Folder from Engine/Plugins/Marketplace/ to Your Project/Plugins/ if you have issues
Raw Functions List
Too many to list here (9000 character cap), see here instead.
DOCUMENTATION – https://vyrulent.com/MeshOps/Documentation/MeshOpsPluginBPLibrary/MeshOpsPluginBPLibrary.html
PDF https://vyrulent.com/MeshOps/MeshOpsDoc.pdf
And find the READ_ME blueprint in the MeshOpsPlugin Content folder (Show Plugin/Engine Content)
Built-in UE4 Booleans, etc. C++ doc – https://docs.unrealengine.com/4.27/en-US/API/Plugins/DynamicMesh/
C++ files for built-in plugin MeshOps uses – Program Files\Epic Games\UE_4.27\ Engine\Plugins\Experimental\GeometryProcessing\Source\
新的 – 社区不和 (用于共享、支持、请求、实验构建和信息)
Mesh Ops是用C++编写的200 300+蓝图节点的集合。 超过6000行代码! 网格操作允许在运行时进行各种高级过程化网格编辑和生成。 使用任何网格! 包括几个示例蓝图,说明如何将这些节点链接在一起以完成许多不同的事情。 大多数功能都是构建脚本测试/安全的(当按预期使用时,请备份您的工作。)包括完整的C++源代码。 没有外部依赖或库担心! 网格体操作会定期更新,我们提供了一些目前正在开发的实验性功能,如骨架网格体编辑和基于cpu的网格体图标渲染。 5.2目前是主要分支,通常会首先收到更新。
新闻-5.4添加!
4.26的已知问题-与GeometryProcessing插件不兼容,4.27+没有此问题。 如果您需要该插件并且无法升级,请发送电子邮件获取自定义构建。
Youtube的 我们可能会在未来提供教程,敬请期待。
问题/特别要求 – vyrulentstudios@gmail.com
PDF版本 https://vyrulent.com/MeshOps/MeshOpsDoc.pdf
网格数据结构与过程网格完全分离,这意味着任何使用数组作为顶点和三角形的过程网格替换都是兼容的。
包括演示游戏
“切割游戏”是作为一个例子,这个插件可以集成到游戏。 滚来滚去,切到地板上,一旦你穿过你的路径,它会在有限的时间内切出一段地板。 我们的目标是敲尽可能多的点球进入你所做的孔,你可以在时间限制内,绿色球体是值得点,红色减去你的总点,蓝色球体增加剩余的时间。
注:网格布尔函数和一些相关代码来自一个名为几何处理的引擎插件,该插件从4.26开始就包含在虚幻中,但没有单独暴露给蓝图。 简单网格上的网格布尔值非常快-足以实时完成,即每帧,但对于更复杂的网格需要更长的时间,我们提供了保存和加载数据的方法,因此不必在运行时生成或重新生成数据。
大多数功能一次对整个网格进行操作和/或使用顶点循环-精细网格”建模”类型编辑是有限的/目前不可用。
快速启动
您应该能够在蓝图中右键单击并键入Mesh Ops,以查找所有可用的节点。 网格数据是保存过程网格数据的结构。 继续阅读更多。
开始行动
- 在内容浏览器中启用显示插件内容(以及可能显示引擎内容
- 在内容浏览器中找到MeshOpsPlugin内容文件夹
- 我建议打开Content/READ_ME蓝图,熟悉节点是个好主意
- 或打开内容/地图/MeshOpsDemo地图,然后按播放
C++入门
- 添加”MeshOpsPlugin”到您的。建造。”PublicDependencyModuleNames”下的cs文件。
- 添加#include”MeshOpsPluginBPLibrary。h”给你的。h文件。
- 您应该能够使用命名空间MeshOps::或UMeshOpsPluginBPLibrary::来调用函数。
- 所有源代码都包含在内,请参阅MeshOpsPluginBPLibrary。h为函数定义。
依赖关系
- 安装插件并为项目启用后,确保还启用了以下插件:几何处理和过程网格组件(启用此插件时应自动启用)在4.26中不启用几何处理,该版本存在兼容性问题。
- C++用户: 在构建中可能需要”ProceduralMeshComponent”,”GeometryCore”,”DynamicMesh”。cs文件
如果您有问题,请将文件夹从Engine/Plugins/Marketplace/移动到您的项目/Plugins/
原始函数列表
这里列出的太多了(9000字符上限),请参阅 在这里,而不是.
文件 – https://vyrulent.com/MeshOps/Documentation/MeshOpsPluginBPLibrary/MeshOpsPluginBPLibrary.html
PDF格式 https://vyrulent.com/MeshOps/MeshOpsDoc.pdf
并在MeshOpsPlugin内容文件夹中找到READ_ME蓝图(显示插件/引擎内容)
内置UE4布尔值等。 C++doc – https://docs.unrealengine.com/4.27/en-US/API/Plugins/DynamicMesh/
内置插件MeshOps的C++文件使用-Program Files\Epic Games\UE_4.27\Engine\Plugins\Experimental\GeometryProcessing\Source\

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