UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGeometryCollectionEngineConversion Member List

This is the complete list of members for FGeometryCollectionEngineConversion, including all inherited members.

AppendAutoInstanceMeshIndices(UGeometryCollection *GeometryCollectionObject, int32 FromTransformIndex, const UStaticMesh *StaticMesh, const TArray< UMaterialInterface * > &Materials)FGeometryCollectionEngineConversionstatic
AppendGeometryCollection(const FGeometryCollection *SourceGeometryCollection, int32 MaterialStartIndex, const FTransform &GeometryCollectionTransform, FGeometryCollection *TargetGeometryCollection, bool bReindexMaterials=true)FGeometryCollectionEngineConversionstatic
AppendGeometryCollection(const UGeometryCollection *SourceGeometryCollection, const TArray< UMaterialInterface * > &Materials, const FTransform &GeometryCollectionTransform, UGeometryCollection *TargetGeometryCollectionObject, bool ReindexMaterials=true)FGeometryCollectionEngineConversionstatic
AppendGeometryCollection(const UGeometryCollection *SourceGeometryCollection, const UGeometryCollectionComponent *GeometryCollectionComponent, const FTransform &GeometryCollectionTransform, UGeometryCollection *TargetGeometryCollectionObject, bool ReindexMaterials=true)FGeometryCollectionEngineConversionstatic
AppendGeometryCollectionInstancedMeshes(const UGeometryCollection *SourceGeometryCollectionObject, UGeometryCollection *TargetGeometryCollectionObject, int32 TargetTransformStartIndex)FGeometryCollectionEngineConversionstatic
AppendGeometryCollectionMaterials(const UGeometryCollection *SourceGeometryCollection, const UGeometryCollectionComponent *GeometryCollectionComponent, UGeometryCollection *TargetGeometryCollectionObject)FGeometryCollectionEngineConversionstatic
AppendGeometryCollectionSource(const FGeometryCollectionSource &GeometryCollectionSource, FGeometryCollection &GeometryCollectionInOut, TArray< UMaterial * > &MaterialsInOut, bool ReindexMaterials=true)FGeometryCollectionEngineConversionstatic
AppendGeometryCollectionSource(const FGeometryCollectionSource &GeometryCollectionSource, FGeometryCollection &GeometryCollectionInOut, TArray< UMaterialInterface * > &MaterialInstancesInOut, bool ReindexMaterials=true)FGeometryCollectionEngineConversionstatic
AppendMaterials(const TArray< UMaterialInterface * > &Materials, UGeometryCollection *GeometryCollectionObject, bool bAddInteriorCopy)FGeometryCollectionEngineConversionstatic
AppendMeshDescription(const FMeshDescription *MeshDescription, const FString &Name, int32 StartMaterialIndex, const FTransform &StaticMeshTransform, FGeometryCollection *GeometryCollection, UBodySetup *BodySetup=nullptr, bool bReindexMaterials=true, bool bAddInternalMaterials=true, bool bSetInternalFromMaterialIndex=false)FGeometryCollectionEngineConversionstatic
AppendSkeletalMesh(const USkeletalMesh *SkeletalMesh, const USkeletalMeshComponent *SkeletalMeshComponent, const FTransform &SkeletalMeshTransform, UGeometryCollection *GeometryCollection, bool bReindexMaterials=true)FGeometryCollectionEngineConversionstatic
AppendSkeletalMesh(const USkeletalMesh *SkeletalMesh, int32 MaterialStartIndex, const FTransform &SkeletalMeshTransform, FManagedArrayCollection *InCollection, bool bReindexMaterials=true, bool bImportTransformOnly=false)FGeometryCollectionEngineConversionstatic
AppendSkeletalMeshMaterials(const USkeletalMesh *SkeletalMesh, const USkeletalMeshComponent *SkeletalMeshComponent, UGeometryCollection *GeometryCollectionObject)FGeometryCollectionEngineConversionstatic
AppendSkeleton(const USkeleton *Skeleton, const FTransform &SkeletalMeshTransform, FManagedArrayCollection *InCollection)FGeometryCollectionEngineConversionstatic
AppendStaticMesh(const UStaticMesh *StaticMesh, const TArray< UMaterialInterface * > &Materials, const FTransform &StaticMeshTransform, UGeometryCollection *GeometryCollectionObject, bool bReindexMaterials=true, bool bAddInternalMaterials=true, bool bSplitComponents=false, bool bSetInternalFromMaterialIndex=false)FGeometryCollectionEngineConversionstatic
AppendStaticMesh(const UStaticMesh *StaticMesh, int32 StartMaterialIndex, const FTransform &StaticMeshTransform, FGeometryCollection *GeometryCollection, bool bReindexMaterials=true, bool bAddInternalMaterials=true, bool bSplitComponents=false, bool bSetInternalFromMaterialIndex=false)FGeometryCollectionEngineConversionstatic
AppendStaticMesh(const UStaticMesh *StaticMesh, const UStaticMeshComponent *StaticMeshComponent, const FTransform &StaticMeshTransform, UGeometryCollection *GeometryCollection, bool bReindexMaterials=true, bool bAddInternalMaterials=true, bool bSplitComponents=false, bool bSetInternalFromMaterialIndex=false)FGeometryCollectionEngineConversionstatic
ConvertActorToGeometryCollection(const AActor *Actor, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterial > > &OutMaterials, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes, const FSkeletalMeshToCollectionConversionParameters &ConversionParameters, bool bSplitComponents=false)FGeometryCollectionEngineConversionstatic
ConvertActorToGeometryCollection(const AActor *Actor, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterialInterface > > &OutMaterialInstances, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes, const FSkeletalMeshToCollectionConversionParameters &ConversionParameters, bool bSplitComponents=false)FGeometryCollectionEngineConversionstatic
ConvertCollectionToSkeletalMesh(const FManagedArrayCollection &InCollection, const TArray< TObjectPtr< UMaterialInterface > > InMaterials, USkeletalMesh &OutSkeletalMesh, USkeleton &OutSkeleton)FGeometryCollectionEngineConversionstatic
ConvertCollectionToSkeleton(const FManagedArrayCollection &InCollection, USkeleton *OutSkeleton, TArray< int32 > &OutIndexRemap, bool bCenterBonesOnGeometry=false)FGeometryCollectionEngineConversionstatic
ConvertGeometryCollectionToGeometryCollection(const TObjectPtr< UGeometryCollection > InGeometryCollectionAssetPtr, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterial > > &OutMaterials, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes)FGeometryCollectionEngineConversionstatic
ConvertGeometryCollectionToGeometryCollection(const TObjectPtr< UGeometryCollection > InGeometryCollectionAssetPtr, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterialInterface > > &OutMaterialInstances, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes)FGeometryCollectionEngineConversionstatic
ConvertStaticMeshToGeometryCollection(const TObjectPtr< UStaticMesh > StaticMesh, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterial > > &OutMaterials, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes, bool bSetInternalFromMaterialIndex=true, bool bSplitComponents=false)FGeometryCollectionEngineConversionstatic
ConvertStaticMeshToGeometryCollection(const TObjectPtr< UStaticMesh > StaticMesh, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterialInterface > > &OutMaterialInstances, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes, bool bSetInternalFromMaterialIndex=true, bool bSplitComponents=false)FGeometryCollectionEngineConversionstatic
ConvertStaticMeshToGeometryCollection(const TObjectPtr< UStaticMesh > StaticMesh, const FTransform &MeshTransform, FManagedArrayCollection &OutCollection, TArray< TObjectPtr< UMaterialInterface > > &OutMaterialInstances, TArray< FGeometryCollectionAutoInstanceMesh > &OutInstancedMeshes, bool bSetInternalFromMaterialIndex=true, bool bSplitComponents=false)FGeometryCollectionEngineConversionstatic
GetMaterialsFromInstances(const TArray< TObjectPtr< UMaterialInterface > > &MaterialInstances, TArray< TObjectPtr< UMaterial > > &OutMaterials)FGeometryCollectionEngineConversionstatic
GetMaxResMeshDescriptionWithNormalsAndTangents(const UStaticMesh *StaticMesh)FGeometryCollectionEngineConversionstatic
GetSkeletalMeshLOD(const USkeletalMesh *SkeletalMesh, int32 LOD)FGeometryCollectionEngineConversionstatic