Talk:Procedural Mesh Generation

In case you've reached this page, I have actually managed to use CustomMeshComponent without copying the source code to local dir - the anwerhub question is here (with interesting comments from UE4 developers): https://answers.unrealengine.com/questions/13691/using-a-plugin-in-c-code.html

I had actually tried that and got a link error Dmacesic (talk) 20:15, 1 April 2014 (UTC)

Resolution of the link error

Njibhu (talk) 20:19, 19 August 2014 (GMT+1)

To resolve the link error we need to expose the CustomMeshComponent class: (adding the CUSTOMMESHCOMPONENT_API)
/** Component that allows you to specify custom triangle mesh geometry */
UCLASS(hidecategories=(Object,LOD, Physics, Collision), editinlinenew, meta=(BlueprintSpawnableComponent), ClassGroup=Rendering)
class CUSTOMMESHCOMPONENT_API UCustomMeshComponent : public UMeshComponent

Then recompile UE4. You may need to copy the dll to your project folder (binaries).

Question: Where does this go?