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

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

bBowtiesCalculatedUE::Geometry::FEdgeLoop
BowtieVerticesUE::Geometry::FEdgeLoop
CalculateBowtieVertices()UE::Geometry::FEdgeLoop
CheckValidity(EValidityCheckFailMode FailMode=EValidityCheckFailMode::Check) constUE::Geometry::FEdgeLoop
EdgesUE::Geometry::FEdgeLoop
FEdgeLoop()UE::Geometry::FEdgeLoopinline
FEdgeLoop(const FDynamicMesh3 *mesh)UE::Geometry::FEdgeLoopinline
FEdgeLoop(const FDynamicMesh3 *mesh, const TArray< int > &vertices, const TArray< int > &edges)UE::Geometry::FEdgeLoopinline
FindNearestVertexIndex(const FVector3d &QueryPoint) constUE::Geometry::FEdgeLoop
FindVertexIndex(int VertexID) constUE::Geometry::FEdgeLoop
GetBounds() constUE::Geometry::FEdgeLoop
GetEdgeCount() constUE::Geometry::FEdgeLoopinline
GetNextVertex(int32 LoopIndex) constUE::Geometry::FEdgeLoopinline
GetPrevVertex(int32 LoopIndex) constUE::Geometry::FEdgeLoopinline
GetVertex(int LoopIndex) constUE::Geometry::FEdgeLoopinline
GetVertexCount() constUE::Geometry::FEdgeLoopinline
GetVertices(TArray< VecType > &VerticesOut) constUE::Geometry::FEdgeLoopinline
Initialize(const FDynamicMesh3 *mesh, const TArray< int > &vertices, const TArray< int > &edges, const TArray< int > *BowtieVerticesIn=nullptr)UE::Geometry::FEdgeLoop
InitializeFromEdges(const TArray< int > &EdgesIn)UE::Geometry::FEdgeLoop
InitializeFromEdges(const FDynamicMesh3 *MeshIn, const TArray< int > &EdgesIn)UE::Geometry::FEdgeLoopinline
InitializeFromVertices(const TArray< int > &VerticesIn, bool bAutoOrient=true)UE::Geometry::FEdgeLoop
InitializeFromVertices(const FDynamicMesh3 *MeshIn, const TArray< int > &VerticesIn, bool bAutoOrient=true)UE::Geometry::FEdgeLoopinline
IsBoundaryLoop(const FDynamicMesh3 *TestMesh=nullptr) constUE::Geometry::FEdgeLoop
IsInternalLoop() constUE::Geometry::FEdgeLoop
MeshUE::Geometry::FEdgeLoop
Reverse()UE::Geometry::FEdgeLoopinline
SetBowtieVertices(const TArray< int > &Bowties)UE::Geometry::FEdgeLoopinline
SetCorrectOrientation()UE::Geometry::FEdgeLoop
VertexLoopToEdgeLoop(const FDynamicMesh3 *Mesh, const TArray< int > &VertexLoop, TArray< int > &OutEdgeLoop)UE::Geometry::FEdgeLoopstatic
VerticesUE::Geometry::FEdgeLoop