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Implementing Static Mesh Hole Filling in Unreal Engine 4.27

This project, completed in collaboration with Piktiv AB, aimed to develop an automated surface hole-filling feature for static meshes in Unreal Engine 4.27, with the goal of making repaired surfaces visually indistinguishable from their surrounding areas. The solution was primarily designed to address holes that arose from, but were not limited to, the use of Reduction Settings within Unreal Engine on static meshes. The functionality encompassed four key stages: boundary detection, where all holes on the mesh were identified; triangulation, which involved patching the hole using vertices from the boundary; refinement, entailing the addition of vertices and triangles to the patched area to mimic the density of the surrounding surface; and fairing, which smoothed the patched surface. Additionally, the project introduced a straightforward method for determining the texture coordinates of newly added vertices and a technique for ensuring that triangle normals correctly faced outward from the mesh. The Static Mesh Hole Filler, as implemented, demonstrates efficiency in filling an arbitrary amount of small, planar holes, which commonly result from polygon reduction using Reduction Settings in Unreal Engine. However, this function falls short in preserving unique texture details and maintaining the curvature of surfaces when dealing with larger holes. This limitation necessitates users to seek alternative methods for effectively repairing the mesh.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:oru-113560
Date January 2024
CreatorsWallquist, Felix
PublisherÖrebro universitet, Institutionen för naturvetenskap och teknik
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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