cesium-unreal
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Add support for MAXAR_mesh_variants
Builds on: https://github.com/CesiumGS/cesium-native/pull/465
Added support for MAXAR_mesh_variants. GlTF nodes using the extension can now switch between multiple meshes, each representing a unique named variant. This is useful for representing things such as damage states (e.g., a vehicle parts that are pristine, damaged, destroyed, etc.).
Added a blueprint API to query and change the current variant mesh of a glTF node.
In this example, the tire mesh variants are switched from "Pristine" to "Damaged" when "hit".
Thanks for the pull request @nithinp7!
- :heavy_check_mark: Signed CLA found.
Reviewers, don't forget to make sure that:
- [ ] Cesium for Unreal Samples works.
@nithinp7 can you please open a PR for the cesium-native side of this one?