Dynamic Triangulation | Unreal Engine

Опубликовано: 01 Март 2026
на канале: Andrew Esenin
1,899
28

This C++ Plugin will allow you to create polygonal meshes from points. Meshes can be created in the editor or when the game is running.

Unreal Marketplace Link: https://www.unrealengine.com/marketpl...

Playable Demo: https://drive.google.com/file/d/1-hEs...

Documentation: https://github.com/AndrewEsenin/Dynam...

You can use a set of consecutive points (spline points, for example) that form an area to turn it into a single mesh.

Example Project contains an overview scene and an example of how to utilize this asset at runtime.

Features:
Good performance.
Can be edited and generated at Runtime or in the Editor.
Generates UV’s for meshes.
Triangulated meshes can be baked into single static meshes.
Contains two additional functions: one for chamfering or rounding corners and one for removal of duplicate points before mesh generation.
Can triangulate a closed spline while precisely repeating its shape.
Include materials that have: moving animations, texture rotation, flickering effects, opacity masks. Materials can work with or without UV’s.
Both the Blueprints and the C++ code contain comments.
Source code is also included with the plugin.

Limitations:
Self-intersections of boundary edges are possible, but they disrupt the triangulation order and can cause visual bugs.
Holes inside the triangulation area are not supported.
Triangulation can produce very sharp and narrow triangles.
Points located at the same coordinates may cause some triangles to disappear (Use the Merge Border Points function to fix this).
3D is supported, boundary points will be placed at a specified height, but the internal area will be triangulated randomly.