UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
GeometryCollection::Facades::FCollectionTransformSelectionFacade Class Reference

#include <CollectionTransformSelectionFacade.h>

Public Member Functions

CHAOS_API FCollectionTransformSelectionFacade (const FManagedArrayCollection &InSelf)
 
CHAOS_API void DefineSchema ()
 
bool IsConst () const
 
CHAOS_API bool IsValid () const
 
bool IsValidBone (const int32 Index) const
 
CHAOS_API bool IsARootBone (const int32 Index) const
 
CHAOS_API bool HasSelectedAncestor (const TArray< int32 > &InSelection, const int32 Index) const
 
CHAOS_API TArray< int32GetBonesByLevel (const int32 Level, bool bOnlyClusteredOrRigid, bool bSkipFiltered) const
 
CHAOS_API TArray< int32GetBonesExactlyAtLevel (const int32 TargetLevel, bool bOnlyClusteredOrRigid) const
 
CHAOS_API void Sanitize (TArray< int32 > &InSelection, bool bFavorParents=true) const
 
CHAOS_API void RemoveRootNodes (TArray< int32 > &InOutSelection) const
 
CHAOS_API void ConvertSelectionToRigidNodes (const int32 Index, TArray< int32 > &InSelection) const
 
CHAOS_API void ConvertSelectionToRigidNodes (TArray< int32 > &InSelection) const
 
CHAOS_API void FilterSelectionBySimulationType (TArray< int32 > &InOutSelection, FGeometryCollection::ESimulationTypes KeepSimulationType) const
 
CHAOS_API void ConvertSelectionToClusterNodes (TArray< int32 > &InOutSelection, bool bLeaveRigidRoots=true) const
 
CHAOS_API void ConvertEmbeddedSelectionToParents (TArray< int32 > &InOutSelection) const
 
bool CanSelectRootBones () const
 
CHAOS_API TArray< int32SelectRootBones () const
 
CHAOS_API TArray< int32SelectNone () const
 
bool CanSelectAll () const
 
CHAOS_API TArray< int32SelectAll () const
 
bool CanSelectInverse () const
 
CHAOS_API void SelectInverse (TArray< int32 > &InOutSelection) const
 
bool CanSelectRandom () const
 
CHAOS_API TArray< int32SelectRandom (bool bDeterministic, float RandomSeed, float RandomThresholdVal) const
 
bool CanSelectLeaf () const
 
CHAOS_API TArray< int32SelectLeaf () const
 
bool CanSelectCluster () const
 
CHAOS_API TArray< int32SelectCluster () const
 
bool CanSelectContact () const
 
CHAOS_API void SelectContact (TArray< int32 > &InOutSelection, bool bIncludeNeighborsInParentLevels=true) const
 
bool CanSelectParent () const
 
CHAOS_API void SelectParent (TArray< int32 > &InOutSelection) const
 
bool CanSelectChildren () const
 
CHAOS_API void SelectChildren (TArray< int32 > &InOutSelection) const
 
bool CanSelectSiblings () const
 
CHAOS_API void SelectSiblings (TArray< int32 > &InOutSelection) const
 
bool CanSelectLevel () const
 
CHAOS_API void SelectLevel (TArray< int32 > &InOutSelection) const
 
CHAOS_API TArray< int32SelectBySize (float SizeMin, float SizeMax, bool bInclusive, bool bInsideRange, bool bUseRelativeSize=true) const
 
CHAOS_API TArray< int32SelectByVolume (float VolumeMin, float VolumeMax, bool bInclusive, bool bInsideRange) const
 
CHAOS_API TMap< int32, TArray< int32 > > GetClusteredSelections (const TArray< int32 > &InSelection) const
 
bool CanSelectVerticesInBox () const
 
CHAOS_API TArray< int32SelectVerticesInBox (const FBox &InBox, const FTransform &InBoxTransform, bool bAllVerticesInBox) const
 
bool CanSelectCentroidInBox () const
 
CHAOS_API TArray< int32SelectCentroidInBox (const FBox &InBox, const FTransform &InBoxTransform) const
 
bool CanSelectBoundingBoxInBox () const
 
CHAOS_API TArray< int32SelectBoundingBoxInBox (const FBox &InBox, const FTransform &InBoxTransform) const
 
bool CanSelectVerticesInSphere () const
 
CHAOS_API TArray< int32SelectVerticesInSphere (const FSphere &InSphere, const FTransform &InSphereTransform, bool bAllVerticesInSphere) const
 
bool CanSelectBoundingBoxInSphere () const
 
CHAOS_API TArray< int32SelectBoundingBoxInSphere (const FSphere &InSphere, const FTransform &InSphereTransform) const
 
bool CanSelectCentroidInSphere () const
 
CHAOS_API TArray< int32SelectCentroidInSphere (const FSphere &InSphere, const FTransform &InSphereTransform) const
 
CHAOS_API TArray< int32SelectByFloatAttribute (FString GroupName, FString AttrName, float Min, float Max, bool bInclusive, bool bInsideRange) const
 
CHAOS_API TArray< int32SelectByIntAttribute (FString GroupName, FString AttrName, int32 Min, int32 Max, bool bInclusive, bool bInsideRange) const
 
CHAOS_API TArray< int32ConvertVertexSelectionToTransformSelection (const TArray< int32 > &InVertexSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertFaceSelectionToTransformSelection (const TArray< int32 > &InFaceSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertVertexSelectionToFaceSelection (const TArray< int32 > &InVertexSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertTransformSelectionToFaceSelection (const TArray< int32 > &InTransformSelection) const
 
CHAOS_API TArray< int32ConvertFaceSelectionToVertexSelection (const TArray< int32 > &InFaceSelection) const
 
CHAOS_API TArray< int32ConvertTransformSelectionToVertexSelection (const TArray< int32 > &InTransformSelection) const
 
CHAOS_API TArray< int32ConvertTransformSelectionToGeometrySelection (const TArray< int32 > &InTransformSelection) const
 
CHAOS_API TArray< int32ConvertGeometrySelectionToTransformSelection (const TArray< int32 > &InGeometrySelection) const
 
CHAOS_API TArray< int32ConvertGeometrySelectionToFaceSelection (const TArray< int32 > &InGeometrySelection) const
 
CHAOS_API TArray< int32ConvertGeometrySelectionToVertexSelection (const TArray< int32 > &InGeometrySelection) const
 
CHAOS_API TArray< int32ConvertFaceSelectionToGeometrySelection (const TArray< int32 > &InFaceSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertVertexSelectionToGeometrySelection (const TArray< int32 > &InVertexSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertTransformSelectionToCurveSelection (const TArray< int32 > &InTransformSelection) const
 
CHAOS_API TArray< int32ConvertGeometrySelectionToCurveSelection (const TArray< int32 > &InGeometrySelection) const
 
CHAOS_API TArray< int32ConvertVertexSelectionToCurveSelection (const TArray< int32 > &InVertexSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertFaceSelectionToCurveSelection (const TArray< int32 > &InFaceSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertCurveSelectionToVertexSelection (const TArray< int32 > &InCurveSelection) const
 
CHAOS_API TArray< int32ConvertCurveSelectionToFaceSelection (const TArray< int32 > &InCurveSelection) const
 
CHAOS_API TArray< int32ConvertCurveSelectionToGeometrySelection (const TArray< int32 > &InCurveSelection, bool bAllElementsMustBeSelected) const
 
CHAOS_API TArray< int32ConvertCurveSelectionToTransformSelection (const TArray< int32 > &InCurveSelection, bool bAllElementsMustBeSelected) const
 

Static Public Member Functions

static CHAOS_API void SelectByPercentage (TArray< int32 > &InOutSelection, int32 Percentage, bool Deterministic, float RandomSeed)
 

Detailed Description

FCollectionTransformSelectionFacade

Defines common API for selecting transforms on a collection

Constructor & Destructor Documentation

◆ FCollectionTransformSelectionFacade()

GeometryCollection::Facades::FCollectionTransformSelectionFacade::FCollectionTransformSelectionFacade ( const FManagedArrayCollection InSelf)

FCollectionTransformSelectionFacade Constuctor

Parameters
FManagedArrayCollection: Collection input

Member Function Documentation

◆ CanSelectAll()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectAll ( ) const
inline

◆ CanSelectBoundingBoxInBox()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectBoundingBoxInBox ( ) const
inline

Returns indices of bones where BoundingBox of the bone is inside InBox

◆ CanSelectBoundingBoxInSphere()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectBoundingBoxInSphere ( ) const
inline

Returns indices of bones where BoundingBox of the bone is inside a sphere

◆ CanSelectCentroidInBox()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectCentroidInBox ( ) const
inline

Returns indices of bones where centroid of the bone is inside InBox

◆ CanSelectCentroidInSphere()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectCentroidInSphere ( ) const
inline

Returns indices of bones where centroid of the bone is inside a sphere

◆ CanSelectChildren()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectChildren ( ) const
inline

◆ CanSelectCluster()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectCluster ( ) const
inline

◆ CanSelectContact()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectContact ( ) const
inline

◆ CanSelectInverse()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectInverse ( ) const
inline

◆ CanSelectLeaf()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectLeaf ( ) const
inline

◆ CanSelectLevel()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectLevel ( ) const
inline

◆ CanSelectParent()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectParent ( ) const
inline

◆ CanSelectRandom()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectRandom ( ) const
inline

◆ CanSelectRootBones()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectRootBones ( ) const
inline

◆ CanSelectSiblings()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectSiblings ( ) const
inline

◆ CanSelectVerticesInBox()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectVerticesInBox ( ) const
inline

Returns indices of bones where all the vertices or at least one vertex of the bone is inside InBox

◆ CanSelectVerticesInSphere()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::CanSelectVerticesInSphere ( ) const
inline

Returns indices of bones where all the vertices or at least one vertex of the bone is inside a sphere

◆ ConvertCurveSelectionToFaceSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertCurveSelectionToFaceSelection ( const TArray< int32 > &  InCurveSelection) const

Convert a CurveSelection to a FaceSelection

◆ ConvertCurveSelectionToGeometrySelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertCurveSelectionToGeometrySelection ( const TArray< int32 > &  InCurveSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a CurveSelection to a GeometrySelection

◆ ConvertCurveSelectionToTransformSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertCurveSelectionToTransformSelection ( const TArray< int32 > &  InCurveSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a CurveSelection to a TransformSelection

◆ ConvertCurveSelectionToVertexSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertCurveSelectionToVertexSelection ( const TArray< int32 > &  InCurveSelection) const

Convert a CurveSelection to a VertexSelection

◆ ConvertEmbeddedSelectionToParents()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertEmbeddedSelectionToParents ( TArray< int32 > &  InOutSelection) const

◆ ConvertFaceSelectionToCurveSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertFaceSelectionToCurveSelection ( const TArray< int32 > &  InFaceSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a FaceSelection to a CurveSelection

◆ ConvertFaceSelectionToGeometrySelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertFaceSelectionToGeometrySelection ( const TArray< int32 > &  InFaceSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a FaceSelection to a GeometrySelection

◆ ConvertFaceSelectionToTransformSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertFaceSelectionToTransformSelection ( const TArray< int32 > &  InFaceSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a FaceSelection to a TransformSelection, if bAllElementsMustBeSelected is true then all faces of a transform must be selected for the transform to be selected

◆ ConvertFaceSelectionToVertexSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertFaceSelectionToVertexSelection ( const TArray< int32 > &  InFaceSelection) const

Convert a FaceSelection to a VertexSelection

◆ ConvertGeometrySelectionToCurveSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertGeometrySelectionToCurveSelection ( const TArray< int32 > &  InGeometrySelection) const

Convert a GeometrySelection to a CurveSelection

◆ ConvertGeometrySelectionToFaceSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertGeometrySelectionToFaceSelection ( const TArray< int32 > &  InGeometrySelection) const

Convert a GeometrySelection to a FaceSelection

◆ ConvertGeometrySelectionToTransformSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertGeometrySelectionToTransformSelection ( const TArray< int32 > &  InGeometrySelection) const

Convert a GeometrySelection to a TransformSelection

◆ ConvertGeometrySelectionToVertexSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertGeometrySelectionToVertexSelection ( const TArray< int32 > &  InGeometrySelection) const

Convert a GeometrySelection to a VertexSelection

◆ ConvertSelectionToClusterNodes()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertSelectionToClusterNodes ( TArray< int32 > &  InOutSelection,
bool  bLeaveRigidRoots = true 
) const

Replace any Embedded or Rigid transforms in InOutSelection with their parent cluster. If there is just a rigid root node selected, optionally keep it if bLeaveRigidRoot is true.

◆ ConvertSelectionToRigidNodes() [1/2]

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertSelectionToRigidNodes ( const int32  Index,
TArray< int32 > &  InSelection 
) const

◆ ConvertSelectionToRigidNodes() [2/2]

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertSelectionToRigidNodes ( TArray< int32 > &  InSelection) const

◆ ConvertTransformSelectionToCurveSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertTransformSelectionToCurveSelection ( const TArray< int32 > &  InTransformSelection) const

Convert a TransformSelection to a CurveSelection

◆ ConvertTransformSelectionToFaceSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertTransformSelectionToFaceSelection ( const TArray< int32 > &  InTransformSelection) const

Convert a TransformSelection to a FaceSelection

◆ ConvertTransformSelectionToGeometrySelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertTransformSelectionToGeometrySelection ( const TArray< int32 > &  InTransformSelection) const

Convert a TransformSelection to a GeometrySelection

◆ ConvertTransformSelectionToVertexSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertTransformSelectionToVertexSelection ( const TArray< int32 > &  InTransformSelection) const

Convert a TransformSelection to a VertexSelection

◆ ConvertVertexSelectionToCurveSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertVertexSelectionToCurveSelection ( const TArray< int32 > &  InVertexSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a VertexSelection to a CurveSelection

◆ ConvertVertexSelectionToFaceSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertVertexSelectionToFaceSelection ( const TArray< int32 > &  InVertexSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a VertexSelection to a FaceSelection, if bAllElementsMustBeSelected is true then all vertices of a face must be selectod for the face to be selected

◆ ConvertVertexSelectionToGeometrySelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertVertexSelectionToGeometrySelection ( const TArray< int32 > &  InVertexSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a VertexSelection to a GeometrySelection

◆ ConvertVertexSelectionToTransformSelection()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::ConvertVertexSelectionToTransformSelection ( const TArray< int32 > &  InVertexSelection,
bool  bAllElementsMustBeSelected 
) const

Convert a VertexSelection to a TransformSelection, if bAllElementsMustBeSelected is true then all vertices of a transform must be selected for the transform to be selected

◆ DefineSchema()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::DefineSchema ( )

Create the facade attributes.

◆ FilterSelectionBySimulationType()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::FilterSelectionBySimulationType ( TArray< int32 > &  InOutSelection,
FGeometryCollection::ESimulationTypes  KeepSimulationType 
) const

Keep only the bones in the selection that match the input SimulationType

◆ GetBonesByLevel()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::GetBonesByLevel ( const int32  Level,
bool  bOnlyClusteredOrRigid,
bool  bSkipFiltered 
) const

Get bones filtered by the level as they would be in the editor; i.e., the bones with level <= the target Level, but with some additional logic for filtering, etc

◆ GetBonesExactlyAtLevel()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::GetBonesExactlyAtLevel ( const int32  TargetLevel,
bool  bOnlyClusteredOrRigid 
) const

Get bones exactly at a target level. A target level of -1 will return all bones.

◆ GetClusteredSelections()

TMap< int32, TArray< int32 > > GeometryCollection::Facades::FCollectionTransformSelectionFacade::GetClusteredSelections ( const TArray< int32 > &  InSelection) const

Return a map from parent of bone to the selected bones with that parent

◆ HasSelectedAncestor()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::HasSelectedAncestor ( const TArray< int32 > &  InSelection,
const int32  Index 
) const

◆ IsARootBone()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::IsARootBone ( const int32  Index) const

◆ IsConst()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::IsConst ( ) const
inline

Is the facade defined constant.

◆ IsValid()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::IsValid ( ) const

Is the Facade defined on the collection?

◆ IsValidBone()

bool GeometryCollection::Facades::FCollectionTransformSelectionFacade::IsValidBone ( const int32  Index) const
inline

◆ RemoveRootNodes()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::RemoveRootNodes ( TArray< int32 > &  InOutSelection) const

◆ Sanitize()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::Sanitize ( TArray< int32 > &  InSelection,
bool  bFavorParents = true 
) const

◆ SelectAll()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectAll ( ) const

◆ SelectBoundingBoxInBox()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectBoundingBoxInBox ( const FBox InBox,
const FTransform InBoxTransform 
) const

◆ SelectBoundingBoxInSphere()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectBoundingBoxInSphere ( const FSphere InSphere,
const FTransform InSphereTransform 
) const

◆ SelectByFloatAttribute()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectByFloatAttribute ( FString  GroupName,
FString  AttrName,
float  Min,
float  Max,
bool  bInclusive,
bool  bInsideRange 
) const

Returns indices of bones where centroid of the bone is inside a convex hull Select by a float attribute in the collection, it can be any existing float attribute specified by GroupName/AttrName

◆ SelectByIntAttribute()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectByIntAttribute ( FString  GroupName,
FString  AttrName,
int32  Min,
int32  Max,
bool  bInclusive,
bool  bInsideRange 
) const

Select by an int attribute in the collection, it can be any existing int attribute specified by GroupName/AttrName

◆ SelectByPercentage()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectByPercentage ( TArray< int32 > &  InOutSelection,
int32  Percentage,
bool  Deterministic,
float  RandomSeed 
)
static

◆ SelectBySize()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectBySize ( float  SizeMin,
float  SizeMax,
bool  bInclusive,
bool  bInsideRange,
bool  bUseRelativeSize = true 
) const

Select transforms by their Size or Relative Size

◆ SelectByVolume()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectByVolume ( float  VolumeMin,
float  VolumeMax,
bool  bInclusive,
bool  bInsideRange 
) const

◆ SelectCentroidInBox()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectCentroidInBox ( const FBox InBox,
const FTransform InBoxTransform 
) const

◆ SelectCentroidInSphere()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectCentroidInSphere ( const FSphere InSphere,
const FTransform InSphereTransform 
) const

◆ SelectChildren()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectChildren ( TArray< int32 > &  InOutSelection) const

◆ SelectCluster()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectCluster ( ) const

◆ SelectContact()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectContact ( TArray< int32 > &  InOutSelection,
bool  bIncludeNeighborsInParentLevels = true 
) const

◆ SelectInverse()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectInverse ( TArray< int32 > &  InOutSelection) const

◆ SelectLeaf()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectLeaf ( ) const

◆ SelectLevel()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectLevel ( TArray< int32 > &  InOutSelection) const

◆ SelectNone()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectNone ( ) const

◆ SelectParent()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectParent ( TArray< int32 > &  InOutSelection) const

◆ SelectRandom()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectRandom ( bool  bDeterministic,
float  RandomSeed,
float  RandomThresholdVal 
) const

◆ SelectRootBones()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectRootBones ( ) const

◆ SelectSiblings()

void GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectSiblings ( TArray< int32 > &  InOutSelection) const

◆ SelectVerticesInBox()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectVerticesInBox ( const FBox InBox,
const FTransform InBoxTransform,
bool  bAllVerticesInBox 
) const

◆ SelectVerticesInSphere()

TArray< int32 > GeometryCollection::Facades::FCollectionTransformSelectionFacade::SelectVerticesInSphere ( const FSphere InSphere,
const FTransform InSphereTransform,
bool  bAllVerticesInSphere 
) const

The documentation for this class was generated from the following files: