43 return FMath::Abs(V1.X - V2.X) <= Epsilon && FMath::Abs(V1.Y - V2.Y) <= Epsilon && FMath::Abs(V1.Z - V2.Z) <= Epsilon;
49 return FMath::Abs(V1.X - V2.X) <= Epsilon && FMath::Abs(V1.Y - V2.Y) <= Epsilon && FMath::Abs(V1.Z - V2.Z) <= Epsilon;
58 return FMath::Abs(V1.X - V2.X) <= Epsilon && FMath::Abs(V1.Y - V2.Y) <= Epsilon && FMath::Abs(V1.Z - V2.Z) <= Epsilon;
63 const float Epsilon = 1.0f / 1024.0f;
64 return FMath::Abs(V1.X - V2.X) <= Epsilon && FMath::Abs(V1.Y - V2.Y) <= Epsilon;
70 return FMath::Abs(V1.X - V2.X) <= Epsilon && FMath::Abs(V1.Y - V2.Y) <= Epsilon && FMath::Abs(V1.Z - V2.Z) <= Epsilon;
76 return FMath::Abs(V1.X - V2.X) <= Epsilon && FMath::Abs(V1.Y - V2.Y) <= Epsilon;
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
bool UVsEqual(const FVector2f &V1, const FVector2f &V2)
Definition MeshBuild.h:61
bool PointsEqual(const FVector3f &V1, const FVector3f &V2, bool bUseEpsilonCompare=true)
Definition MeshBuild.h:40
bool NormalsEqual(const FVector3f &V1, const FVector3f &V2)
Definition MeshBuild.h:55
#define UE_THRESH_UVS_ARE_SAME
Definition UnrealMathUtility.h:204
#define UE_THRESH_NORMALS_ARE_SAME
Definition UnrealMathUtility.h:203
#define UE_THRESH_POINTS_ARE_SAME
Definition UnrealMathUtility.h:201
#define UE_THRESH_POINTS_ARE_NEAR
Definition UnrealMathUtility.h:202
Definition MeshBuild.h:14
float ThresholdTangentNormal
Definition MeshBuild.h:27
FOverlappingThresholds()
Definition MeshBuild.h:16
float ThresholdUV
Definition MeshBuild.h:30
float ThresholdPosition
Definition MeshBuild.h:24
float MorphThresholdPosition
Definition MeshBuild.h:33