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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for UE::Geometry::FDynamicMeshEditor, including all inherited members.
| AddTriangleFan_OrderedVertexLoop(int CenterVertex, const TArray< int > &VertexLoop, int GroupID, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| AppendColors(const FDynamicMesh3 *AppendMesh, const FDynamicMeshColorOverlay *FromOverlay, FDynamicMeshColorOverlay *ToOverlay, const FIndexMapi &VertexMap, const FIndexMapi &TriangleMap, FIndexMapi &ColorMapOut) | UE::Geometry::FDynamicMeshEditor | |
| AppendElementSubset(const FDynamicMesh3 *FromMesh, const TSet< int > &TriangleROI, const TSet< int > &VertexROI, const TDynamicMeshOverlay< RealType, ElementSize > *FromOverlay, TDynamicMeshOverlay< RealType, ElementSize > *ToOverlay) | UE::Geometry::FDynamicMeshEditor | |
| AppendElementSubset(const FDynamicMesh3 *FromMesh, const TSet< int > &TriangleROI, const TSet< int > &VertexROI, const TDynamicMeshOverlay< RealType, ElementSize > *FromOverlay, TDynamicMeshOverlay< RealType, ElementSize > *ToOverlay) | UE::Geometry::FDynamicMeshEditor | |
| AppendMesh(const FDynamicMesh3 *AppendMesh, FMeshIndexMappings &IndexMapsOut, TFunction< FVector3d(int, const FVector3d &)> PositionTransform=nullptr, TFunction< FVector3d(int, const FVector3d &)> NormalTransform=nullptr, bool bReverseOrientation=false) | UE::Geometry::FDynamicMeshEditor | |
| AppendMesh(const TTriangleMeshAdapter< double > *AppendMesh, FMeshIndexMappings &IndexMapsOut, TFunction< FVector3d(int, const FVector3d &)> PositionTransform=nullptr) | UE::Geometry::FDynamicMeshEditor | |
| AppendNormals(const FDynamicMesh3 *AppendMesh, const FDynamicMeshNormalOverlay *FromNormals, FDynamicMeshNormalOverlay *ToNormals, const FIndexMapi &VertexMap, const FIndexMapi &TriangleMap, TFunction< FVector3d(int, const FVector3d &)> NormalTransform, FIndexMapi &NormalMapOut) | UE::Geometry::FDynamicMeshEditor | |
| AppendTriangles(const FDynamicMesh3 *SourceMesh, const TArrayView< const int > &SourceTriangles, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult &ResultOut, bool bComputeTriangleMap=true) | UE::Geometry::FDynamicMeshEditor | |
| AppendUVs(const FDynamicMesh3 *AppendMesh, const FDynamicMeshUVOverlay *FromUVs, FDynamicMeshUVOverlay *ToUVs, const FIndexMapi &VertexMap, const FIndexMapi &TriangleMap, FIndexMapi &UVMapOut) | UE::Geometry::FDynamicMeshEditor | |
| ComputeAndSetQuadNormal(const FIndex2i &QuadTris, bool bIsPlanar=false) | UE::Geometry::FDynamicMeshEditor | |
| ConvertLoopToTriVidPairSequence(const FDynamicMesh3 &Mesh, const TArray< int32 > &VidLoop, const TArray< int32 > &EdgeLoop, TArray< TPair< int32, TPair< int8, int8 > > > &TriVertPairsOut) | UE::Geometry::FDynamicMeshEditor | static |
| CopyAttributes(int FromTriangleID, int ToTriangleID, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| CreateSeamsAtEdges(const TSet< int32 > &EidsToMakeIntoSeams, TDynamicMeshOverlay< float, 2 > *Overlay, TArray< int32 > *AddedElementIDs=nullptr) | UE::Geometry::FDynamicMeshEditor | static |
| CreateSeamsAtEdges(const TSet< int32 > &EidsToMakeIntoSeams, TDynamicMeshOverlay< float, 3 > *Overlay, TArray< int32 > *AddedElementIDs=nullptr) | UE::Geometry::FDynamicMeshEditor | static |
| DisconnectTriangles(const TArray< int > &Triangles, TArray< FLoopPairSet > &LoopSetOut, bool bHandleBoundaryVertices) | UE::Geometry::FDynamicMeshEditor | |
| DisconnectTriangles(const TSet< int > &TriangleSet, const TArray< FEdgeLoop > &BoundaryLoops, TArray< FLoopPairSet > &LoopSetOut, bool bAllowBoundaryVertices) | UE::Geometry::FDynamicMeshEditor | |
| DisconnectTriangles(const TArray< int > &Triangles, bool bPreventBowties=true) | UE::Geometry::FDynamicMeshEditor | |
| DisconnectTrianglesAlongEdges(const TSet< int32 > &Edges, TArray< int32 > *AddedVertexIDs=nullptr) | UE::Geometry::FDynamicMeshEditor | |
| DuplicateTriangles(const TArray< int > &Triangles, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| EDuplicateTriBehavior enum name | UE::Geometry::FDynamicMeshEditor | |
| FDynamicMeshEditor(FDynamicMesh3 *MeshIn) | UE::Geometry::FDynamicMeshEditor | inline |
| FindOrCreateDuplicateColor(int ElementID, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult *ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| FindOrCreateDuplicateGroup(int TriangleID, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| FindOrCreateDuplicateNormal(int ElementID, int NormalLayerIndex, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult *ResultOut=nullptr) | UE::Geometry::FDynamicMeshEditor | |
| FindOrCreateDuplicateUV(int ElementID, int UVLayerIndex, FMeshIndexMappings &IndexMaps) | UE::Geometry::FDynamicMeshEditor | |
| FindOrCreateDuplicateVertex(int VertexID, FMeshIndexMappings &IndexMaps, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| InvertTriangleNormals(const TArray< int > &Triangles) | UE::Geometry::FDynamicMeshEditor | |
| Mesh | UE::Geometry::FDynamicMeshEditor | |
| ReinsertSubmesh(const FDynamicSubmesh3 &Submesh, FOptionallySparseIndexMap &SubToNewV, TArray< int > *NewTris=nullptr, EDuplicateTriBehavior DuplicateBehavior=EDuplicateTriBehavior::EnsureAbort) | UE::Geometry::FDynamicMeshEditor | |
| RemoveIsolatedVertices() | UE::Geometry::FDynamicMeshEditor | |
| RemoveSeamsAtEdges(const TSet< int32 > &EidsToRemoveAsSeams, TDynamicMeshOverlay< float, 2 > *Overlay) | UE::Geometry::FDynamicMeshEditor | static |
| RemoveSeamsAtEdges(const TSet< int32 > &EidsToRemoveAsSeams, TDynamicMeshOverlay< float, 3 > *Overlay) | UE::Geometry::FDynamicMeshEditor | static |
| RemoveSmallComponents(double MinVolume, double MinArea=0.0, int MinTriangleCount=0) | UE::Geometry::FDynamicMeshEditor | |
| RemoveTriangles(const TArray< int > &Triangles, bool bRemoveIsolatedVerts) | UE::Geometry::FDynamicMeshEditor | |
| RemoveTriangles(const TArray< int > &Triangles, bool bRemoveIsolatedVerts, TFunctionRef< void(int)> OnRemoveTriFunc) | UE::Geometry::FDynamicMeshEditor | |
| RescaleAttributeUVs(float UVScale=1.0f, bool bWorldSpace=false, int UVLayerIndex=0, TOptional< FTransformSRT3d > ToWorld=TOptional< FTransformSRT3d >()) | UE::Geometry::FDynamicMeshEditor | |
| ReverseTriangleOrientations(const TArray< int > &Triangles, bool bInvertNormals) | UE::Geometry::FDynamicMeshEditor | |
| SetGeneralTubeUVs(const TArray< int > &Triangles, const TArray< int > &VertexIDs1, const TArray< int > &MatchedIndices1, const TArray< int > &VertexIDs2, const TArray< int > &MatchedIndices2, const TArray< float > &UValues, const FVector3f &VDir, float UVScaleFactor=1.0f, const FVector2f &UVTranslation=FVector2f::Zero(), int UVLayerIndex=0) | UE::Geometry::FDynamicMeshEditor | |
| SetQuadNormals(const FIndex2i &QuadTris, const FVector3f &Normal) | UE::Geometry::FDynamicMeshEditor | |
| SetQuadUVsFromProjection(const FIndex2i &QuadTris, const FFrame3d &ProjectionFrame, float UVScaleFactor=1.0f, const FVector2f &UVTranslation=FVector2f::Zero(), int UVLayerIndex=0) | UE::Geometry::FDynamicMeshEditor | |
| SetTriangleNormals(const TArray< int > &Triangles, const FVector3f &Normal) | UE::Geometry::FDynamicMeshEditor | |
| SetTriangleNormals(const TArray< int > &Triangles) | UE::Geometry::FDynamicMeshEditor | |
| SetTriangleUVsFromProjection(const TArray< int32 > &Triangles, const FFrame3d &ProjectionFrame, float UVScaleFactor=1.0f, const FVector2f &UVTranslation=FVector2f::Zero(), bool bShiftToOrigin=true, int32 UVLayerIndex=0) | UE::Geometry::FDynamicMeshEditor | |
| SetTriangleUVsFromProjection(const TArray< int > &Triangles, const FFrame3d &ProjectionFrame, const FVector2f &UVScale=FVector2f::One(), const FVector2f &UVTranslation=FVector2f::Zero(), int UVLayerIndex=0, bool bShiftToOrigin=true, bool bNormalizeBeforeScaling=false) | UE::Geometry::FDynamicMeshEditor | |
| SetTubeNormals(const TArray< int > &Triangles, const TArray< int > &VertexIDs1, const TArray< int > &MatchedIndices1, const TArray< int > &VertexIDs2, const TArray< int > &MatchedIndices2, bool bReverseNormals=false) | UE::Geometry::FDynamicMeshEditor | |
| SplitBowties(FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| SplitBowties(int VertexID, TArray< int32 > *NewVertices=nullptr) | UE::Geometry::FDynamicMeshEditor | inline |
| SplitBowties(int VertexID, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | inline |
| SplitBowtiesAtTriangles(const TArray< int32 > &TriangleIDs, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| SplitMesh(const FDynamicMesh3 *SourceMesh, TArray< FDynamicMesh3 > &SplitMeshes, TFunctionRef< int(int)> TriIDToMeshID, int DeleteMeshID=-1, TArray< int32 > *MeshIDPerSplitMesh=nullptr, bool bSortByMeshID=false) | UE::Geometry::FDynamicMeshEditor | static |
| StitchSparselyCorrespondedVertexLoops(const TArray< int > &VertexIDs1, const TArray< int > &MatchedIndices1, const TArray< int > &VertexIDs2, const TArray< int > &MatchedIndices2, FDynamicMeshEditResult &ResultOut, bool bReverseOrientation=false) | UE::Geometry::FDynamicMeshEditor | |
| StitchVertexLoopsMinimal(const TArray< int > &VertexLoop1, const TArray< int > &VertexLoop2, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| StitchVertexLoopToTriVidPairSequence(const TArray< TPair< int32, TPair< int8, int8 > > > &TriVidPairs1, const TArray< int > &VertexLoop2, FDynamicMeshEditResult &ResultOut) | UE::Geometry::FDynamicMeshEditor | |
| WeldVertexLoops(const TArray< int32 > &VertexLoop1, const TArray< int32 > &VertexLoop2) | UE::Geometry::FDynamicMeshEditor |