| AppendNormal(const FVector3f &Normal, int ParentVertex) | UE::Geometry::FMeshShapeGenerator | inline |
| AppendTriangle(int A, int B, int C) | UE::Geometry::FMeshShapeGenerator | inline |
| AppendUV(const FVector2f &UV, int ParentVertex) | UE::Geometry::FMeshShapeGenerator | inline |
| AppendVertex(const FVector3d &Position) | UE::Geometry::FMeshShapeGenerator | inline |
| BilinearInterp(const FVector3d &v00, const FVector3d &v10, const FVector3d &v11, const FVector3d &v01, double tx, double ty) | UE::Geometry::FMeshShapeGenerator | inlinestatic |
| BilinearInterp(const FVector2d &v00, const FVector2d &v10, const FVector2d &v11, const FVector2d &v01, double tx, double ty) | UE::Geometry::FMeshShapeGenerator | inlinestatic |
| BilinearInterp(const FVector2f &v00, const FVector2f &v10, const FVector2f &v11, const FVector2f &v01, float tx, float ty) | UE::Geometry::FMeshShapeGenerator | inlinestatic |
| Box | UE::Geometry::FGridBoxMeshGenerator | |
| bPolygroupPerQuad | UE::Geometry::FGridBoxMeshGenerator | |
| bReverseOrientation | UE::Geometry::FMeshShapeGenerator | |
| bScaleUVByAspectRatio | UE::Geometry::FGridBoxMeshGenerator | |
| EdgeVertices | UE::Geometry::FGridBoxMeshGenerator | |
| ESphereProjectionMethod enum name | UE::Geometry::FBoxSphereGenerator | |
| ExtendBufferSizes(int AddVertices, int AddTriangles, int AddUVs, int AddNormals) | UE::Geometry::FMeshShapeGenerator | inline |
| Generate() override | UE::Geometry::FBoxSphereGenerator | inlinevirtual |
| HasAttributes() const | UE::Geometry::FMeshShapeGenerator | inline |
| LinearInterp(const FVector3i &a, const FVector3i &b, double t) | UE::Geometry::FMeshShapeGenerator | inlinestatic |
| NormalParentVertex | UE::Geometry::FMeshShapeGenerator | |
| Normals | UE::Geometry::FMeshShapeGenerator | |
| Radius | UE::Geometry::FBoxSphereGenerator | |
| Reset() | UE::Geometry::FMeshShapeGenerator | inline |
| ResetAttributes(bool bResetPolygonIDs=false) | UE::Geometry::FMeshShapeGenerator | inline |
| SetBufferSizes(int NumVertices, int NumTriangles, int NumUVs, int NumNormals) | UE::Geometry::FMeshShapeGenerator | inline |
| SetNormal(int Index, const FVector3f &Normal, int ParentVertex) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangle(int Index, const FIndex3i &Tri) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangle(int Index, int A, int B, int C) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangle(int Index, int A, int B, int C, bool bClockwiseOverride) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleNormals(int Index, const FIndex3i &Tri) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleNormals(int Index, int A, int B, int C) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleNormals(int Index, int A, int B, int C, bool bClockwiseOverride) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTrianglePolygon(int Index, int PolygonID) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleUVs(int Index, const FIndex3i &Tri) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleUVs(int Index, int A, int B, int C) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleUVs(int Index, int A, int B, int C, bool bClockwiseOverride) | UE::Geometry::FMeshShapeGenerator | inline |
| SetTriangleWithMatchedUVNormal(int Index, int A, int B, int C) | UE::Geometry::FMeshShapeGenerator | inline |
| SetUV(int Index, const FVector2f &UV, int ParentVertex) | UE::Geometry::FMeshShapeGenerator | inline |
| SetVertex(int Index, const FVector3d &Position) | UE::Geometry::FMeshShapeGenerator | inline |
| SphereProjectionMethod | UE::Geometry::FBoxSphereGenerator | |
| TriangleNormals | UE::Geometry::FMeshShapeGenerator | |
| TrianglePolygonIDs | UE::Geometry::FMeshShapeGenerator | |
| Triangles | UE::Geometry::FMeshShapeGenerator | |
| TriangleUVs | UE::Geometry::FMeshShapeGenerator | |
| UVParentVertex | UE::Geometry::FMeshShapeGenerator | |
| UVs | UE::Geometry::FMeshShapeGenerator | |
| Vertices | UE::Geometry::FMeshShapeGenerator | |
| ~FMeshShapeGenerator() | UE::Geometry::FMeshShapeGenerator | inlinevirtual |