Convert the Tiles to a Mesh
This section covers how to convert the tiles produced in the previous section to a mesh and render it in the scene.
1. Generate the Mesh Data
The first step is to convert the tiles to vertices and triangles. It can be done using the following code:
BlueprintsC++
TArray<FVector> Vertices;
TArray<int32> Faces;
TArray<FColor> Colors;
TArray<FVector> Normals;
TArray<FProcMeshTangent> Tangents;
TArray<FVector2D> UV0;
FHexaSphereLib::TilesToMesh(Tiles, Vertices, Faces, Colors, true);

2. Create a Procedural Mesh Component
To use the mesh data, we need a Procedural Mesh Component
. It can be added to any actor as shown below:
Search for procedural
and add a Procedural Mesh
component.
Now that we have the Procedural Mesh Component
, we can create a section with the data:
BlueprintsC++
#include "ProceduralMeshComponent.h"
#include "HexaSphere/HexaSphereLib.h"
#include "HexaSphere/HexaTile.h"
// ...
TArray<FVector> Vertices;
TArray<int32> Faces;
TArray<FColor> Colors;
TArray<FVector> Normals;
TArray<FProcMeshTangent> Tangents;
TArray<FVector2D> UV0;
FHexaSphereLib::TilesToMesh(Tiles, Vertices, Faces, Colors, true);
ProceduralMesh->CreateMeshSection(0, Vertices, Faces, Normals, UV0, Colors, Tangents, false);
