mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-08 08:14:53 +08:00
[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.
This commit is contained in:
parent
fbd8fa5bea
commit
188cb5908c
@ -169,7 +169,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices
|
||||
if (Vertices.Num() == 0) return;
|
||||
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);
|
||||
Indices.SetNum(0);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user