UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::FBaseRevolveGenerator Class Reference

#include <RevolveGenerator.h>

+ Inheritance diagram for UE::Geometry::FBaseRevolveGenerator:

Public Types

enum class  ECapFillMode { None , EarClipping }
 

Public Attributes

int32 Steps = 16
 
float RevolveDegrees = 360.0f
 
float DegreeOffset = 0.0f
 
bool bReverseDirection = false
 
bool bProfileAtMidpoint = false
 
bool bFillPartialRevolveEndcaps = true
 
FVector2d UVScale = FVector2d(1,1)
 
FVector2d UVOffset = FVector2d(0, 0)
 
bool bUVScaleRelativeWorld = false
 
float UnitUVInWorldCoordinates = 100
 
EProfileSweepQuadSplit QuadSplitMethod = EProfileSweepQuadSplit::Uniform
 
double DiagonalTolerance = 0.01
 
EProfileSweepPolygonGrouping PolygonGroupingMode = EProfileSweepPolygonGrouping::PerFace
 

Detailed Description

FBaseRevolveGenerator is a base class for simple surface-of-revolution generators. Internally these are implemented via FSweepGenerator, but the Revolve generators provide simpler-to-use interfaces and handle some other aspects like endcapping/etc.

Revolve generators currently depend on the ability to use DynamicMesh operations to (eg) triangulate endcaps/etc, and so they are not currently FMeshShapeGenerators (this may be resolved in future)

Member Enumeration Documentation

◆ ECapFillMode

Enumerator
None 
EarClipping 

Member Data Documentation

◆ bFillPartialRevolveEndcaps

bool UE::Geometry::FBaseRevolveGenerator::bFillPartialRevolveEndcaps = true

Whether or not to fill the open ends of a partial revolve, if possible

◆ bProfileAtMidpoint

bool UE::Geometry::FBaseRevolveGenerator::bProfileAtMidpoint = false

◆ bReverseDirection

bool UE::Geometry::FBaseRevolveGenerator::bReverseDirection = false

Reverse the direction of the revolution, for non-closed revolutions

◆ bUVScaleRelativeWorld

bool UE::Geometry::FBaseRevolveGenerator::bUVScaleRelativeWorld = false

◆ DegreeOffset

float UE::Geometry::FBaseRevolveGenerator::DegreeOffset = 0.0f

offset for revolution degrees, eg to shift partial revolution around the revolve circle

◆ DiagonalTolerance

double UE::Geometry::FBaseRevolveGenerator::DiagonalTolerance = 0.01

◆ PolygonGroupingMode

EProfileSweepPolygonGrouping UE::Geometry::FBaseRevolveGenerator::PolygonGroupingMode = EProfileSweepPolygonGrouping::PerFace

PolygonGroupingMode controls how polygroups are assigned on the output mesh

◆ QuadSplitMethod

EProfileSweepQuadSplit UE::Geometry::FBaseRevolveGenerator::QuadSplitMethod = EProfileSweepQuadSplit::Uniform

QuadSplitMethod controls how quads are split into triangles (see enum comments)

◆ RevolveDegrees

float UE::Geometry::FBaseRevolveGenerator::RevolveDegrees = 360.0f

Degrees of the revolution path (eg circle for a regular revolution). Maybe clamped in some cases.

◆ Steps

int32 UE::Geometry::FBaseRevolveGenerator::Steps = 16

Number of discrete steps used to sample the revolution path

◆ UnitUVInWorldCoordinates

float UE::Geometry::FBaseRevolveGenerator::UnitUVInWorldCoordinates = 100

◆ UVOffset

FVector2d UE::Geometry::FBaseRevolveGenerator::UVOffset = FVector2d(0, 0)

◆ UVScale

FVector2d UE::Geometry::FBaseRevolveGenerator::UVScale = FVector2d(1,1)

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