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[ue4] Disabled collision mesh generation. Both ProceduralMeshComponent and RuntimeMeshComponent produce a gazillion PhysiX files in the derived data cache. There is no work-around apart from creation collision shapes manually and attaching them to the default scene component of an actor.

badlogic 7 年之前
父节点
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188cb5908c

+ 1 - 1
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp

@@ -169,7 +169,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices
 	if (Vertices.Num() == 0) return;
 	if (Vertices.Num() == 0) return;
 	SetMaterial(Idx, Material);
 	SetMaterial(Idx, Material);
 
 
-	CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), true);
+	CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), false);
 
 
 	Vertices.SetNum(0);
 	Vertices.SetNum(0);
 	Indices.SetNum(0);
 	Indices.SetNum(0);