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

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::FDynamicMeshEditorstatic
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::FDynamicMeshEditorstatic
CreateSeamsAtEdges(const TSet< int32 > &EidsToMakeIntoSeams, TDynamicMeshOverlay< float, 3 > *Overlay, TArray< int32 > *AddedElementIDs=nullptr)UE::Geometry::FDynamicMeshEditorstatic
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 nameUE::Geometry::FDynamicMeshEditor
FDynamicMeshEditor(FDynamicMesh3 *MeshIn)UE::Geometry::FDynamicMeshEditorinline
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
MeshUE::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::FDynamicMeshEditorstatic
RemoveSeamsAtEdges(const TSet< int32 > &EidsToRemoveAsSeams, TDynamicMeshOverlay< float, 3 > *Overlay)UE::Geometry::FDynamicMeshEditorstatic
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::FDynamicMeshEditorinline
SplitBowties(int VertexID, FDynamicMeshEditResult &ResultOut)UE::Geometry::FDynamicMeshEditorinline
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::FDynamicMeshEditorstatic
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