| Apply(FDynamicMesh3 *Mesh, bool bRevert) const | UE::Geometry::FDynamicMeshChange | |
| ApplyReplaceChange(FDynamicMesh3 *Mesh, const TArray< FChangeTriangle > &RemoveTris, const TArray< FChangeVertex > &InsertVerts, const TArray< FChangeTriangle > &InsertTris) const | UE::Geometry::FDynamicMeshChange | protected |
| AttachAttributeChanges(TUniquePtr< FDynamicMeshAttributeChangeSet > AttribChanges) | UE::Geometry::FDynamicMeshChange | inline |
| AttributeChanges | UE::Geometry::FDynamicMeshChange | protected |
| CheckValidity(EValidityCheckFailMode FailMode=EValidityCheckFailMode::Check) const | UE::Geometry::FDynamicMeshChange | |
| GetAffectedVertices(TArray< int > &VerticesOut, bool bRevert) const | UE::Geometry::FDynamicMeshChange | |
| GetSavedTriangleList(TArray< int > &TrianglesOut, bool bInitial) const | UE::Geometry::FDynamicMeshChange | |
| HasSavedVertex(int VertexID) | UE::Geometry::FDynamicMeshChange | |
| NewTriangles | UE::Geometry::FDynamicMeshChange | protected |
| NewVertices | UE::Geometry::FDynamicMeshChange | protected |
| OldTriangles | UE::Geometry::FDynamicMeshChange | protected |
| OldVertices | UE::Geometry::FDynamicMeshChange | protected |
| SaveInitialTriangle(const FDynamicMesh3 *Mesh, int TriangleID) | UE::Geometry::FDynamicMeshChange | |
| SaveInitialVertex(const FDynamicMesh3 *Mesh, int VertexID) | UE::Geometry::FDynamicMeshChange | |
| StoreFinalTriangle(const FDynamicMesh3 *Mesh, int TriangleID) | UE::Geometry::FDynamicMeshChange | |
| StoreFinalVertex(const FDynamicMesh3 *Mesh, int VertexID) | UE::Geometry::FDynamicMeshChange | |
| VerifySaveState() const | UE::Geometry::FDynamicMeshChange | |
| ~FDynamicMeshChange() | UE::Geometry::FDynamicMeshChange | |