Geometry Output

By default, mesh output is created on the Godot side as MeshInstance3D nodes. This output type is used for creating custom mesh geometry with properties like LODs, materials, and collision shapes.

Mesh Creation

Vertex attributes are not supported directly. Promote common vertex attributes (N, Cd, uv, uv2) to point attributes, and split points where needed.

Point Attributes

Common vertex data is specified via point attributes:

Attribute Name

Attribute Type

Attribute Owner

Description

N

Vector

Point

Mesh normals

Cd

Vector

Point

Vertex colors

uv

Vector

Point

First UV channel

uv2

Vector

Point

Second UV channel

tangentu

Vector

Point

Tangent U. If missing, Godot can generate tangents

tangentv

Vector

Point

Tangent V. If missing, Godot can generate tangents

Primitive Attributes

Mesh output is controlled by primitive attributes:

Attribute Name

Attribute Type

Attribute Owner

Description

hego_lod

Float

Prim

LOD switch distance value in range 0–1. Most detailed mesh should be 0

hego_mesh_instance

String

Prim

Output node path/name under HEGoNode3D/Outputs. One HDA can create multiple meshes, split by this path attribute

hego_material

String

Prim

Material resource path assigned

hego_storage_mode

Int

Prim

0 = MeshInstance3D in scene, 1 = save as resource only, 2 = save as resource and spawn MeshInstance3D

hego_resource_save_path

String

Prim

Mesh resource save path when hego_storage_mode > 0

hego_col_type

Int

Prim

Collision type: 0 = no collision, 1 = multiple convex shapes, 2 = single convex shape, 3 = trimesh collision

hego_col_decomp_settings

Dictionary

Prim

Convex decomposition settings used when hego_col_type = 1. See below for accepted keys.

Splitting Output into Multiple Meshes

You can split one output into multiple meshes by assigning different hego_mesh_instance paths across primitives. This is useful for organizing outputs or applying different materials and settings per mesh.

Convex Decomposition Settings

The hego_col_decomp_settings dictionary accepts the following keys when generating multiple convex collision shapes:

  • convex_hull_approximation (bool)

  • convex_hull_downsampling (int)

  • max_concavity (float)

  • max_convex_hulls (int)

  • max_num_vertices_per_convex_hull (int)

  • min_volume_per_convex_hull (float)

  • mode (int)

  • normalize_mesh (bool)

  • plane_downsampling (int)

  • project_hull_vertices (bool)

  • resolution (int)

  • resolution_axes_clipping_bias (float)

  • symmetry_planes_clipping_bias (float)

For detailed information about these settings, see the Godot MeshConvexDecompositionSettings documentation.