Creating a custom Primitive Component

Primitive components are the most complex type of Actor Component because they not only have a transform, but are also rendered on screen.

How to do it...

  1. Create a custom C++ class based on MeshComponent. When Visual Studio loads, add the following to your class header file:
    UCLASS(ClassGroup=Experimental, meta = (BlueprintSpawnableComponent))
    public:
    virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
    TArray<int32> Indices;
    TArray<FVector> Vertices;
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Materials)
    UMaterial* TheMaterial;
  2. We need to create an implementation for our overridden CreateSceneProxy function in our cpp file:
    FPrimitiveSceneProxy* UMyMeshComponent::CreateSceneProxy() { FPrimitiveSceneProxy* ...

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