The purpose of this plugin (written in C++) is to provide a way to define meshes using Splines. It is not SplineMesh but procedural meshes with a parametrized definition adapted to the curvature of the splines used.
In realtime the modifications to the splines are reported on the generated meshes.
The module can be used in Runtime and in Editor mode, the only difference is that in Editor mode, you can generate StaticMesh instead of working only with ProceduralMesh.
For any question or problem, contact me: contact@infine-it.fr
Feature videos
The plugin is required to use the following example projects.
ExampleProject (UE5 only - Meshes are duplicated to see subdivisions using a wireframe material superimposed with a black material)
ExampleProjectWithoutMaterial (UE5 only - This second example is without duplication of the meshes and let you play directly with the generated objects)
Release notes:
- V1.1 (19 April 2022) - Fix: runtime bug corrected
- V1.2 (25 April 2022) - Optimizations on thread management for a smoothness experience - more options for static mesh generations. Fix: missing segment in rare cases during mesh generation.
- V1.3 (20 May 2022) - New feature: Array object which can instantiate Actors/Meshes along a spline and a new plugin version for Unreal V4.27
- V1.4 (02 June 2022) - Fix: bad Array object locations using closed splines
- v1.5 (22 August 2022) - New feature: Array support Instanced Static Meshes and Hierarchical Instanced Static Meshes (culling distances are exposed for these options)
Development:
DynamicMesh version