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Polygons

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The POLYGONS section generates a solid filled shape with a procedural mesh (UProceduralMeshComponent): a floor, a ceiling, a platform, a courtyard lid, a water plane inside a fence. The outline of the shape is all of the spline points.

Polygon (FSCPolygon)

Parameter Purpose
Visible build the polygon.
Distance From Bottom height of the bottom face above the spline (cm).
Height thickness of the prism (cm).
Shift (FSCShift) Horizontal / Vertical offset (cm).
Yaw Rotation (Z) rotate the polygon around the vertical (degrees).
Follow Curve trace the curved outline of the spline instead of a straight chord between points. No visible effect where the points are straight (Linear type).
Curve Resolution spacing of samples along the curve (cm) when Follow Curve is on. Smaller is smoother and heavier.
Material the material. Without a material the polygon is not built.

FSCPolygons has a shared Visible All switch.

Outline shape

  • The caps (top and bottom) are triangulated by ear clipping: any non-self-intersecting outline is supported — convex, concave (L-shaped, star-shaped, comb), with collinear points produced by the alignment tools.
  • A self-intersecting outline falls back to a simple fan triangulation (correct only for convex shapes).
  • The winding is derived from the signed area, so a polygon drawn clockwise does not come out inside-out.
  • The lateral shift (Shift.Horizontal) is applied as a parallel offset (a mitre).

Collision

Polygon collision is enabled by the Polygons Create Collision checkbox in the Collision section (which needs Override Collision turned on). For purely decorative shapes it can be turned off. The rest of the collision settings apply to polygons the same as to other components — see chapter 10.

Performance

Each polygon is one procedural mesh component; the Stats section in Details shows how many. Polygons are included in Merge to Static Mesh: before the merge each one is baked into a temporary static mesh.

See also