UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::FDynamicMesh3 Member List

This is the complete list of members for UE::Geometry::FDynamicMesh3, including all inherited members.

AddEdgeInternal(int vA, int vB, int tA, int tB=InvalidID)UE::Geometry::FDynamicMesh3inlineprotected
AddTriangleEdge(int TriangleID, int v0, int v1, int j, int EdgeID)UE::Geometry::FDynamicMesh3inlineprotected
AddTriangleInternal(int a, int b, int c, int e0, int e1, int e2)UE::Geometry::FDynamicMesh3protected
AllocateEdgesList(int VertexID)UE::Geometry::FDynamicMesh3inlineprotected
AllocateTriangleGroup()UE::Geometry::FDynamicMesh3inline
AppendTriangle(const FIndex3i &TriVertices, int GroupID=0)UE::Geometry::FDynamicMesh3
AppendTriangle(int Vertex0, int Vertex1, int Vertex2, int GroupID=0)UE::Geometry::FDynamicMesh3inline
AppendVertex(const FVertexInfo &VertInfo)UE::Geometry::FDynamicMesh3
AppendVertex(const FVector3d &Position)UE::Geometry::FDynamicMesh3inline
AppendVertex(const FDynamicMesh3 &SourceMesh, int SourceVertexID)UE::Geometry::FDynamicMesh3
AppendWithOffsets(const FDynamicMesh3 &ToAppend, FAppendInfo *OutAppendInfo=nullptr)UE::Geometry::FDynamicMesh3
Attributes()UE::Geometry::FDynamicMesh3inline
Attributes() constUE::Geometry::FDynamicMesh3inline
AttributeSetUE::Geometry::FDynamicMesh3protected
BeginUnsafeTrianglesInsert()UE::Geometry::FDynamicMesh3inlinevirtual
BeginUnsafeVerticesInsert()UE::Geometry::FDynamicMesh3inlinevirtual
bEnableShapeChangeStampUE::Geometry::FDynamicMesh3protected
BoundaryEdgeIndicesItr() constUE::Geometry::FDynamicMesh3inline
CalculateWindingNumber(const FVector3d &QueryPoint) constUE::Geometry::FDynamicMesh3
CanCollapseEdge(int vKeep, int vRemove, const FCollapseEdgeOptions &Options) constUE::Geometry::FDynamicMesh3virtual
CanCollapseEdge(int vKeep, int vRemove, double EdgeParameterT=0) constUE::Geometry::FDynamicMesh3virtual
CanCollapseEdgeInternal(int vKeep, int vRemove, double collapse_t, FEdgeCollapseInfo *OutCollapseInfo) constUE::Geometry::FDynamicMesh3protectedvirtual
CheckValidity(FValidityOptions ValidityOptions=FValidityOptions(), EValidityCheckFailMode FailMode=EValidityCheckFailMode::Check) constUE::Geometry::FDynamicMesh3virtual
Clear()UE::Geometry::FDynamicMesh3
CollapseEdge(int KeepVertID, int RemoveVertID, double EdgeParameterT, const FCollapseEdgeOptions &Options, FEdgeCollapseInfo &CollapseInfo)UE::Geometry::FDynamicMesh3virtual
CollapseEdge(int KeepVertID, int RemoveVertID, const FCollapseEdgeOptions &Options, FEdgeCollapseInfo &CollapseInfo)UE::Geometry::FDynamicMesh3inlinevirtual
CollapseEdge(int KeepVertID, int RemoveVertID, double EdgeParameterT, FEdgeCollapseInfo &CollapseInfo)UE::Geometry::FDynamicMesh3virtual
CollapseEdge(int KeepVertID, int RemoveVertID, FEdgeCollapseInfo &CollapseInfo)UE::Geometry::FDynamicMesh3inlinevirtual
CompactCopy(const FDynamicMesh3 &CopyMesh, bool bNormals=true, bool bColors=true, bool bUVs=true, bool bAttributes=true, FCompactMaps *CompactInfo=nullptr)UE::Geometry::FDynamicMesh3
CompactInPlace(FCompactMaps *CompactInfo=nullptr)UE::Geometry::FDynamicMesh3
CompactMetric() constUE::Geometry::FDynamicMesh3inline
Copy(const FDynamicMesh3 &CopyMesh, bool bNormals=true, bool bColors=true, bool bUVs=true, bool bAttributes=true)UE::Geometry::FDynamicMesh3
Copy(const FMeshShapeGenerator *Generator)UE::Geometry::FDynamicMesh3
DiscardAttributes()UE::Geometry::FDynamicMesh3
DiscardTriangleGroups()UE::Geometry::FDynamicMesh3
DiscardVertexColors()UE::Geometry::FDynamicMesh3
DiscardVertexNormals()UE::Geometry::FDynamicMesh3
DiscardVertexUVs()UE::Geometry::FDynamicMesh3
DuplicateTriangleIDUE::Geometry::FDynamicMesh3static
edge_iterator typedefUE::Geometry::FDynamicMesh3
EdgeCount() constUE::Geometry::FDynamicMesh3inline
EdgeHasTriangle(int EdgeID, int TriangleID) constUE::Geometry::FDynamicMesh3inlineprotected
EdgeHasVertex(int EdgeID, int VertexID) constUE::Geometry::FDynamicMesh3inlineprotected
EdgeIndicesItr() constUE::Geometry::FDynamicMesh3inline
EdgeRefCountsUE::Geometry::FDynamicMesh3protected
EdgesUE::Geometry::FDynamicMesh3protected
EdgesItr() constUE::Geometry::FDynamicMesh3inline
EnableAttributes()UE::Geometry::FDynamicMesh3
EnableMatchingAttributes(const FDynamicMesh3 &ToMatch, bool bClearExisting=true, bool bDiscardExtraAttributes=false)UE::Geometry::FDynamicMesh3
EnableMeshComponents(int MeshComponentsFlags)UE::Geometry::FDynamicMesh3
EnableTriangleGroups(int InitialGroupID=0)UE::Geometry::FDynamicMesh3
EnableVertexColors(const FVector3f &InitialColor)UE::Geometry::FDynamicMesh3
EnableVertexNormals(const FVector3f &InitialNormal)UE::Geometry::FDynamicMesh3
EnableVertexUVs(const FVector2f &InitialUV)UE::Geometry::FDynamicMesh3
EndUnsafeTrianglesInsert()UE::Geometry::FDynamicMesh3inlinevirtual
EndUnsafeVerticesInsert()UE::Geometry::FDynamicMesh3inlinevirtual
EnumerateEdgeTriangles(int32 EdgeID, TFunctionRef< void(int32)> ApplyFunc) constUE::Geometry::FDynamicMesh3
EnumerateTriEdgeIDsFromEdgeID(const int32 EdgeID, const TFunctionRef< void(FMeshTriEdgeID TriEdgeID)> &TriEdgeFunc) constUE::Geometry::FDynamicMesh3inline
EnumerateTriEdgeIDsFromTriID(const int TriID, const TFunctionRef< void(FMeshTriEdgeID TriEdgeID)> &TriEdgeFunc) constUE::Geometry::FDynamicMesh3inline
EnumerateVertexEdges(int32 VertexID, TFunctionRef< void(int32)> EdgeFunc) constUE::Geometry::FDynamicMesh3inline
EnumerateVertexTriangles(int32 VertexID, TFunctionRef< void(int32)> ApplyFunc) constUE::Geometry::FDynamicMesh3
EnumerateVertexVertices(int32 VertexID, TFunctionRef< void(int32)> VertexFunc) constUE::Geometry::FDynamicMesh3inline
FDynamicMesh3()UE::Geometry::FDynamicMesh3
FDynamicMesh3(const FDynamicMesh3 &CopyMesh)UE::Geometry::FDynamicMesh3
FDynamicMesh3(FDynamicMesh3 &&MoveMesh)UE::Geometry::FDynamicMesh3
FDynamicMesh3(bool bWantNormals, bool bWantColors, bool bWantUVs, bool bWantTriGroups)UE::Geometry::FDynamicMesh3explicit
FDynamicMesh3(EMeshComponents flags)UE::Geometry::FDynamicMesh3explicit
FDynamicMesh3(const FMeshShapeGenerator *Generator)UE::Geometry::FDynamicMesh3
FDynamicMeshAttributeSetUE::Geometry::FDynamicMesh3friend
FDynamicMeshBulkEditUE::Geometry::FDynamicMesh3friend
FEdgeCollapseInfo typedefUE::Geometry::FDynamicMesh3
FEdgeFlipInfo typedefUE::Geometry::FDynamicMesh3
FEdgeSplitInfo typedefUE::Geometry::FDynamicMesh3
FindEdge(int VertexA, int VertexB) constUE::Geometry::FDynamicMesh3
FindEdgeFromTri(int VertexA, int VertexB, int TriangleID) constUE::Geometry::FDynamicMesh3
FindEdgeFromTriPair(int TriangleA, int TriangleB) constUE::Geometry::FDynamicMesh3
FindEdgeInternal(int32 vA, int32 vB, bool &bIsBoundary) constUE::Geometry::FDynamicMesh3protected
FindTriangle(int A, int B, int C) constUE::Geometry::FDynamicMesh3
FindTriangleEdge(int TriangleID, int vA, int vB) constUE::Geometry::FDynamicMesh3protected
FlipEdge(int EdgeAB, FEdgeFlipInfo &FlipInfo)UE::Geometry::FDynamicMesh3virtual
FlipEdge(int EdgeVertA, int EdgeVertB, FEdgeFlipInfo &FlipInfo)UE::Geometry::FDynamicMesh3virtual
FLocalBoolArray typedefUE::Geometry::FDynamicMesh3
FLocalIntArray typedefUE::Geometry::FDynamicMesh3
FMergeEdgesInfo typedefUE::Geometry::FDynamicMesh3
FMergeVerticesInfo typedefUE::Geometry::FDynamicMesh3
FPokeTriangleInfo typedefUE::Geometry::FDynamicMesh3
FVertexSplitInfo typedefUE::Geometry::FDynamicMesh3
GetAllVertexGroups(int VertexID, ArrayType &GroupsOut) constUE::Geometry::FDynamicMesh3
GetAllVertexGroups(int vID, ArrayType &GroupsOut) constUE::Geometry::FDynamicMesh3
GetAllVtxBoundaryEdges(int VertexID, ArrayType &EdgeListOut) constUE::Geometry::FDynamicMesh3
GetAllVtxBoundaryEdges(int vID, ArrayType &EdgeListOut) constUE::Geometry::FDynamicMesh3
GetBounds(bool bParallel=false) constUE::Geometry::FDynamicMesh3
GetByteCount() constUE::Geometry::FDynamicMesh3
GetChangeStamp() constUE::Geometry::FDynamicMesh3inline
GetColorsBuffer() constUE::Geometry::FDynamicMesh3inline
GetComponentsFlags() constUE::Geometry::FDynamicMesh3
GetEdge(int EdgeID) constUE::Geometry::FDynamicMesh3inline
GetEdgeNormal(int EdgeID) constUE::Geometry::FDynamicMesh3
GetEdgeOpposingV(int EdgeID) constUE::Geometry::FDynamicMesh3
GetEdgePoint(int EdgeID, double ParameterT) constUE::Geometry::FDynamicMesh3
GetEdgeRef(int EdgeID) constUE::Geometry::FDynamicMesh3inline
GetEdgesBuffer() constUE::Geometry::FDynamicMesh3inline
GetEdgesRefCounts() constUE::Geometry::FDynamicMesh3inline
GetEdgeT(int EdgeID) constUE::Geometry::FDynamicMesh3inline
GetEdgeV(int EdgeID) constUE::Geometry::FDynamicMesh3inline
GetEdgeV(int EdgeID, FVector3d &a, FVector3d &b) constUE::Geometry::FDynamicMesh3inline
GetMaxVtxEdgeCount() constUE::Geometry::FDynamicMesh3
GetNormalsBuffer() constUE::Geometry::FDynamicMesh3inline
GetOrderedOneRingEdgeTris(int VertexID, int EdgeID) constUE::Geometry::FDynamicMesh3inlineprotected
GetOrientedBoundaryEdgeV(int EdgeID) constUE::Geometry::FDynamicMesh3
GetOtherEdgeTriangle(int EdgeID, int TriangleID) constUE::Geometry::FDynamicMesh3inlineprotected
GetOtherEdgeVertex(int EdgeID, int VertexID) constUE::Geometry::FDynamicMesh3inlineprotected
GetShapeChangeStamp() constUE::Geometry::FDynamicMesh3inline
GetSingleVertexTriangle(int32 VID) constUE::Geometry::FDynamicMesh3
GetTopologyChangeStamp() constUE::Geometry::FDynamicMesh3inline
GetTriangle(int TriangleID) constUE::Geometry::FDynamicMesh3inline
GetTriangleEdges() constUE::Geometry::FDynamicMesh3inline
GetTriangleGroup(int tID) constUE::Geometry::FDynamicMesh3inline
GetTriangleGroupsBuffer() constUE::Geometry::FDynamicMesh3inline
GetTriangleRef(int TriangleID) constUE::Geometry::FDynamicMesh3inline
GetTrianglesBuffer() constUE::Geometry::FDynamicMesh3inline
GetTrianglesRefCounts() constUE::Geometry::FDynamicMesh3inline
GetTriArea(int TriangleID) constUE::Geometry::FDynamicMesh3
GetTriBaryNormal(int TriangleID, double Bary0, double Bary1, double Bary2) constUE::Geometry::FDynamicMesh3
GetTriBaryPoint(int TriangleID, double Bary0, double Bary1, double Bary2) constUE::Geometry::FDynamicMesh3
GetTriBaryPoint(int TriangleID, double Bary0, double Bary1, double Bary2, FVertexInfo &VertInfo) constUE::Geometry::FDynamicMesh3
GetTriBounds(int TriangleID) constUE::Geometry::FDynamicMesh3
GetTriCentroid(int TriangleID) constUE::Geometry::FDynamicMesh3
GetTriEdge(int TriangleID, int j) constUE::Geometry::FDynamicMesh3inline
GetTriEdgeIDFromEdgeID(int EdgeID) constUE::Geometry::FDynamicMesh3inline
GetTriEdges(int TriangleID) constUE::Geometry::FDynamicMesh3inline
GetTriEdgesRef(int TriangleID) constUE::Geometry::FDynamicMesh3inline
GetTriFrame(int TriangleID, int Edge=0) constUE::Geometry::FDynamicMesh3
GetTriInfo(int TriangleID, FVector3d &Normal, double &Area, FVector3d &Centroid) constUE::Geometry::FDynamicMesh3
GetTriInternalAngleR(int TriangleID, int i) constUE::Geometry::FDynamicMesh3
GetTriInternalAnglesR(int TriangleID) constUE::Geometry::FDynamicMesh3
GetTriNeighbourTris(int TriangleID) constUE::Geometry::FDynamicMesh3
GetTriNormal(int TriangleID) constUE::Geometry::FDynamicMesh3
GetTriSolidAngle(int TriangleID, const FVector3d &p) constUE::Geometry::FDynamicMesh3
GetTriVertex(int TriangleID, int j) constUE::Geometry::FDynamicMesh3inline
GetTriVertices(int TriangleID, VecType &v0, VecType &v1, VecType &v2) constUE::Geometry::FDynamicMesh3inline
GetUVBuffer() constUE::Geometry::FDynamicMesh3inline
GetVertex(int VertexID) constUE::Geometry::FDynamicMesh3inline
GetVertex(int VertexID, FVertexInfo &VertInfo, bool bWantNormals, bool bWantColors, bool bWantUVs) constUE::Geometry::FDynamicMesh3
GetVertexColor(int vID) constUE::Geometry::FDynamicMesh3inline
GetVertexEdges() constUE::Geometry::FDynamicMesh3inline
GetVertexEdgesList(int VertexID, ArrayType &EdgesOut) constUE::Geometry::FDynamicMesh3inlineprotected
GetVertexFrame(int VertexID, bool bFrameNormalY=false, FVector3d *UseNormal=nullptr) constUE::Geometry::FDynamicMesh3
GetVertexGroups(int VertexID, FIndex4i &GroupsOut) constUE::Geometry::FDynamicMesh3
GetVertexInfo(int VertexID) constUE::Geometry::FDynamicMesh3
GetVertexNormal(int vID) constUE::Geometry::FDynamicMesh3inline
GetVertexRef(int VertexID) constUE::Geometry::FDynamicMesh3inline
GetVertexUV(int vID) constUE::Geometry::FDynamicMesh3inline
GetVerticesBuffer() constUE::Geometry::FDynamicMesh3inline
GetVerticesRefCounts() constUE::Geometry::FDynamicMesh3inline
GetVtxBoundaryEdges(int VertexID, int &Edge0Out, int &Edge1Out) constUE::Geometry::FDynamicMesh3
GetVtxContiguousTriangles(int VertexID, IntArrayType &TrianglesOut, IntArrayType &ContiguousGroupLengths, BoolArrayType &GroupIsLoop) constUE::Geometry::FDynamicMesh3
GetVtxContiguousTriangles(int VertexID, IntArray &TrianglesOut, IntArray &SpanLengths, BoolArray &IsLoop) constUE::Geometry::FDynamicMesh3
GetVtxEdgeCount(int VertexID) constUE::Geometry::FDynamicMesh3inline
GetVtxNbrhood(int EdgeID, int VertexID, int &OtherVertOut, int &OppVert1Out, int &OppVert2Out, int &Tri1Out, int &Tri2Out) constUE::Geometry::FDynamicMesh3
GetVtxOneRingCentroid(int VertexID, FVector3d &CentroidOut) constUE::Geometry::FDynamicMesh3
GetVtxSingleTriangle(int VertexID) constUE::Geometry::FDynamicMesh3
GetVtxTriangleCount(int VertexID) constUE::Geometry::FDynamicMesh3
GetVtxTriangles(int VertexID, ArrayType &TrianglesOut) constUE::Geometry::FDynamicMesh3
GetVtxTriangles(int vID, ArrayType &TrianglesOut) constUE::Geometry::FDynamicMesh3
GroupIDCounterUE::Geometry::FDynamicMesh3protected
HasAttributes() constUE::Geometry::FDynamicMesh3inline
HasShapeChangeStampEnabled() constUE::Geometry::FDynamicMesh3inline
HasTopologyChangeStampEnabled() constUE::Geometry::FDynamicMesh3inline
HasTriangleGroups() constUE::Geometry::FDynamicMesh3inline
HasUnusedVertices() constUE::Geometry::FDynamicMesh3
HasVertexColors() constUE::Geometry::FDynamicMesh3inline
HasVertexNormals() constUE::Geometry::FDynamicMesh3inline
HasVertexUVs() constUE::Geometry::FDynamicMesh3inline
InsertTriangle(int TriangleID, const FIndex3i &TriVertices, int GroupID=0, bool bUnsafe=false)UE::Geometry::FDynamicMesh3
InsertVertex(int VertexID, const FVertexInfo &VertInfo, bool bUnsafe=false)UE::Geometry::FDynamicMesh3
InvalidEdgeUE::Geometry::FDynamicMesh3static
InvalidIDUE::Geometry::FDynamicMesh3static
InvalidTriangleUE::Geometry::FDynamicMesh3static
InvalidVertexUE::Geometry::FDynamicMesh3static
IsBoundaryEdge(int EdgeID) constUE::Geometry::FDynamicMesh3inline
IsBoundaryTriangle(int TriangleID) constUE::Geometry::FDynamicMesh3
IsBoundaryVertex(int VertexID) constUE::Geometry::FDynamicMesh3
IsBowtieVertex(int VertexID) constUE::Geometry::FDynamicMesh3
IsClosed() constUE::Geometry::FDynamicMesh3
IsCompact() constUE::Geometry::FDynamicMesh3inline
IsCompactT() constUE::Geometry::FDynamicMesh3inline
IsCompactV() constUE::Geometry::FDynamicMesh3inline
IsEdge(int EdgeID) constUE::Geometry::FDynamicMesh3inline
IsGroupBoundaryEdge(int EdgeID) constUE::Geometry::FDynamicMesh3
IsGroupBoundaryVertex(int VertexID) constUE::Geometry::FDynamicMesh3
IsGroupJunctionVertex(int VertexID) constUE::Geometry::FDynamicMesh3
IsReferencedVertex(int VertexID) constUE::Geometry::FDynamicMesh3inline
IsSameAs(const FDynamicMesh3 &OtherMesh, const FSameAsOptions &Options) constUE::Geometry::FDynamicMesh3virtual
IsSameAs(const FDynamicMesh3 &OtherMesh, const FSameAsOptions &Options, FMeshDifferenceInfo &OutMeshDifferenceInfo) constUE::Geometry::FDynamicMesh3virtual
IsTriangle(int TriangleID) constUE::Geometry::FDynamicMesh3inline
IsVertex(int VertexID) constUE::Geometry::FDynamicMesh3inline
MaxEdgeID() constUE::Geometry::FDynamicMesh3inline
MaxGroupID() constUE::Geometry::FDynamicMesh3inline
MaxTriangleID() constUE::Geometry::FDynamicMesh3inline
MaxVertexID() constUE::Geometry::FDynamicMesh3inline
MergeEdges(int KeepEdgeID, int DiscardEdgeID, double InterpolationT, FMergeEdgesInfo &MergeInfo, bool bCheckValidOrientation=true)UE::Geometry::FDynamicMesh3virtual
MergeEdges(int KeepEdgeID, int DiscardEdgeID, FMergeEdgesInfo &MergeInfo, bool bCheckValidOrientation=true)UE::Geometry::FDynamicMesh3virtual
MergeVertices(int KeepVid, int DiscardVid, double InterpolationT, const FMergeVerticesOptions &Options, FMergeVerticesInfo &MergeInfo)UE::Geometry::FDynamicMesh3virtual
MergeVertices(int KeepVid, int DiscardVid, double InterpolationT, FMergeVerticesInfo &MergeInfo)UE::Geometry::FDynamicMesh3inlinevirtual
MergeVertices(int KeepVid, int DiscardVid, FMergeVerticesInfo &MergeInfo)UE::Geometry::FDynamicMesh3inlinevirtual
MeshInfoString() constUE::Geometry::FDynamicMesh3virtual
NonManifoldIDUE::Geometry::FDynamicMesh3static
operator<<UE::Geometry::FDynamicMesh3friend
operator=(const FDynamicMesh3 &CopyMesh)UE::Geometry::FDynamicMesh3
operator=(FDynamicMesh3 &&MoveMesh)UE::Geometry::FDynamicMesh3
PokeTriangle(int TriangleID, const FVector3d &BaryCoordinates, FPokeTriangleInfo &PokeInfo)UE::Geometry::FDynamicMesh3virtual
PokeTriangle(int TriangleID, FPokeTriangleInfo &PokeInfo)UE::Geometry::FDynamicMesh3inlinevirtual
RemoveTriangle(int TriangleID, bool bRemoveIsolatedVertices=true, bool bPreserveManifold=false)UE::Geometry::FDynamicMesh3
RemoveUnusedVertices()UE::Geometry::FDynamicMesh3
RemoveVertex(int VertexID, bool bPreserveManifold=false)UE::Geometry::FDynamicMesh3
ReplaceEdgeTriangle(int EdgeID, int tOld, int tNew)UE::Geometry::FDynamicMesh3protected
ReplaceEdgeVertex(int EdgeID, int vOld, int vNew)UE::Geometry::FDynamicMesh3protected
ReplaceTriangleEdge(int EdgeID, int eOld, int eNew)UE::Geometry::FDynamicMesh3protected
ReplaceTriangleVertex(int TriangleID, int vOld, int vNew)UE::Geometry::FDynamicMesh3inlineprotected
ReverseOrientation(bool bFlipNormals=true)UE::Geometry::FDynamicMesh3
ReverseTriOrientation(int TriangleID)UE::Geometry::FDynamicMesh3
ReverseTriOrientationInternal(int TriangleID)UE::Geometry::FDynamicMesh3protected
Serialize(FArchive &Ar)UE::Geometry::FDynamicMesh3
SerializeInternal(FArchive &Ar, void *Ptr)UE::Geometry::FDynamicMesh3protected
SerializeInternal(FArchive &, void *)UE::Geometry::FDynamicMesh3protected
SerializeInternal(FArchive &Ar, void *)UE::Geometry::FDynamicMesh3protected
SetEdgeTrianglesInternal(int EdgeID, int t0, int t1)UE::Geometry::FDynamicMesh3inlineprotected
SetEdgeVerticesInternal(int EdgeID, int a, int b)UE::Geometry::FDynamicMesh3inlineprotected
SetShapeChangeStampEnabled(bool bEnabled)UE::Geometry::FDynamicMesh3inline
SetTopologyChangeStampEnabled(bool bEnabled)UE::Geometry::FDynamicMesh3inline
SetTriangle(int TriangleID, const FIndex3i &NewVertices, bool bRemoveIsolatedVertices=true)UE::Geometry::FDynamicMesh3virtual
SetTriangleEdgesInternal(int TriangleID, int e0, int e1, int e2)UE::Geometry::FDynamicMesh3inlineprotected
SetTriangleGroup(int tid, int group_id)UE::Geometry::FDynamicMesh3inline
SetTriangleInternal(int TriangleID, int v0, int v1, int v2)UE::Geometry::FDynamicMesh3inlineprotected
SetVertex(int VertexID, const FVector3d &vNewPos, bool bTrackChange=true)UE::Geometry::FDynamicMesh3inline
SetVertexColor(int vID, const FVector3f &vNewColor)UE::Geometry::FDynamicMesh3inline
SetVertexNormal(int vID, const FVector3f &vNewNormal)UE::Geometry::FDynamicMesh3inline
SetVertexUV(int vID, const FVector2f &vNewUV)UE::Geometry::FDynamicMesh3inline
ShapeChangeStampUE::Geometry::FDynamicMesh3protected
SplitEdge(int EdgeAB, FEdgeSplitInfo &SplitInfo, double SplitParameterT=0.5)UE::Geometry::FDynamicMesh3virtual
SplitEdge(int EdgeVertA, int EdgeVertB, FEdgeSplitInfo &SplitInfo)UE::Geometry::FDynamicMesh3
SplitVertex(int VertexID, const TArrayView< const int > &TrianglesToUpdate, FVertexSplitInfo &SplitInfo)UE::Geometry::FDynamicMesh3virtual
SplitVertexWouldLeaveIsolated(int VertexID, const TArrayView< const int > &TrianglesToUpdate)UE::Geometry::FDynamicMesh3virtual
TopologyChangeStampUE::Geometry::FDynamicMesh3protected
triangle_iterator typedefUE::Geometry::FDynamicMesh3
TriangleCount() constUE::Geometry::FDynamicMesh3inline
TriangleEdgesUE::Geometry::FDynamicMesh3protected
TriangleGroupsUE::Geometry::FDynamicMesh3protected
TriangleHasVertex(int TriangleID, int VertexID) constUE::Geometry::FDynamicMesh3inlineprotected
TriangleIndicesItr() constUE::Geometry::FDynamicMesh3inline
TriangleRefCountsUE::Geometry::FDynamicMesh3protected
TrianglesUE::Geometry::FDynamicMesh3protected
TrianglesItr() constUE::Geometry::FDynamicMesh3inline
TriHasNeighbourTri(int CheckTriID, int NbrTriID) constUE::Geometry::FDynamicMesh3inlineprotected
TriHasSequentialVertices(int TriangleID, int vA, int vB) constUE::Geometry::FDynamicMesh3inlineprotected
UpdateChangeStamps(bool bShapeChange, bool bTopologyChange)UE::Geometry::FDynamicMesh3inline
value_iteration typedefUE::Geometry::FDynamicMesh3
vertex_iterator typedefUE::Geometry::FDynamicMesh3
VertexColorsUE::Geometry::FDynamicMesh3protected
VertexCount() constUE::Geometry::FDynamicMesh3inline
VertexEdgeListsUE::Geometry::FDynamicMesh3protected
VertexIndicesItr() constUE::Geometry::FDynamicMesh3inline
VertexNormalsUE::Geometry::FDynamicMesh3protected
VertexRefCountsUE::Geometry::FDynamicMesh3protected
VertexUVsUE::Geometry::FDynamicMesh3protected
VerticesUE::Geometry::FDynamicMesh3protected
VerticesItr() constUE::Geometry::FDynamicMesh3inline
vtx_triangles_enumerable typedefUE::Geometry::FDynamicMesh3
VtxEdgesItr(int VertexID) constUE::Geometry::FDynamicMesh3inline
VtxTrianglesItr(int VertexID) constUE::Geometry::FDynamicMesh3inline
VtxVerticesItr(int VertexID) constUE::Geometry::FDynamicMesh3inline
~FDynamicMesh3()UE::Geometry::FDynamicMesh3virtual