[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:
badlogic 2018-06-07 16:45:47 +02:00
parent fbd8fa5bea
commit 188cb5908c

View File

@ -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);