However, some modeling applications do not make the same clear distinction between the front face and the back face of a triangle. All triangles that face away from the camera are culled - that is, removed from the scene - in order to increase rendering performance. Typically, any time the Unreal Engine renders a Static Mesh, it only draws the triangles whose primary faces are visible to the camera. So, you could use the Element mode to select all connected triangles in a given part of the Static Mesh, then switch back to Single mode and hold the Control key to deselect individual triangles. You can switch modes while a selection is active. You can use the following shortcuts to control your current selection: To keep your modifications, save your Static Mesh Asset before you close the Unreal Editor.Īs you move the mouse over the triangles in your Static Mesh, the triangle under the mouse cursor is highlighted in yellow. To leave editing mode, click the Edit Mode button in the Mesh Editing Toolbar again. See Selecting Faces to Edit below.Ĭhoose a face editing operation to apply. Select one or more triangles that you want to modify. While you're in editing mode, the viewport shows your model overlaid with a wireframe that shows the outlines of all triangles visible to the camera. To do this, you can double-click it in the Content Browser, or you can right-click a Static Mesh object in the Level Viewport and select Edit from the context menu.īehind the main Toolbar in the Static Mesh Editor UI, you'll see a tab for a secondary toolbar named Mesh Editing.Ĭlick this tab to open the Mesh Editing Toolbar:Ĭlick the Edit Mode icon in the Mesh Editing Toolbar. Open the Static Mesh Asset that you want to modify in the Static Mesh Editor. This page describes how to use these tools to make minor edits to a Static Mesh Asset in your Project. To make it easier for you to fix these kinds of minor issues without leaving the Unreal Editor, the Static Mesh Editor includes some basic geometry editing tools. And when your Static Mesh Assets originally come to Unreal directly from CAD formats, this may mean adding entirely new design tools to your Asset preparation workflow. However, that process can be time-consuming. One way to fix these kinds of issues is to go back to a design tool, correct the problems there, re-export the model, then reimport it into Unreal. Triangles that are unexpectedly facing the wrong direction, so they disappear at unexpected times due to back-face culling. For example, this could include:Įxtra triangles that you don't really need at runtime, which could be removed in order to optimize the model. You may sometimes find small problems with the geometry of your Static Meshes after you import them into Unreal.
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