void URuntimeMeshLibrary::GetStaticMeshSection(UStaticMesh* InMesh, int32 LODIndex, int32 SectionIndex, const TSharedPtr<FRuntimeMeshAccessor>& MeshAccessor, const TSharedPtr<FRuntimeMeshIndicesAccessor>& TessellationIndicesAccessor) { MeshAccessor->EmptyVertices(); MeshAccessor->EmptyIndices(); TessellationIndicesAccessor->EmptyIndices(); GetStaticMeshSection(InMesh, LODIndex, SectionIndex, MeshAccessor->NumUVChannels(), [&MeshAccessor](FVector Position, FVector TangentX, FVector TangentY, FVector TangentZ) -> int32 { int32 NewIndex = MeshAccessor->AddVertex(Position); MeshAccessor->SetTangents(NewIndex, TangentX, TangentY, TangentZ); return NewIndex; }, [&MeshAccessor](int32 Index, int32 UVIndex, FVector2D UV) { MeshAccessor->SetUV(Index, UVIndex, UV); }, [&MeshAccessor](int32 Index, FColor Color) { MeshAccessor->SetColor(Index, Color); }, [&MeshAccessor](int32 Index) { MeshAccessor->AddIndex(Index); }, [&TessellationIndicesAccessor](int32 Index) { TessellationIndicesAccessor->AddIndex(Index); }); }