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

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

bBowtiesCalculatedUE::Geometry::FEdgeSpan
BowtieVerticesUE::Geometry::FEdgeSpan
CalculateBowtieVertices()UE::Geometry::FEdgeSpan
CheckValidity(EValidityCheckFailMode FailMode=EValidityCheckFailMode::Check) constUE::Geometry::FEdgeSpan
EdgesUE::Geometry::FEdgeSpan
FEdgeSpan()UE::Geometry::FEdgeSpaninline
FEdgeSpan(const FDynamicMesh3 *mesh)UE::Geometry::FEdgeSpaninline
FEdgeSpan(const FDynamicMesh3 *mesh, const TArray< int > &vertices, const TArray< int > &edges)UE::Geometry::FEdgeSpaninline
FindNearestVertexIndex(const FVector3d &QueryPoint) constUE::Geometry::FEdgeSpan
FindVertexIndex(int VertexID) constUE::Geometry::FEdgeSpan
GetBounds() constUE::Geometry::FEdgeSpan
GetEdgeCount() constUE::Geometry::FEdgeSpaninline
GetPolyline(FPolyline3d &PolylineOut) constUE::Geometry::FEdgeSpan
GetSubspansByAngle(double AngleThresholdDeg, int32 MinSpanSize, TArray< FEdgeSpan > &OutSpans) constUE::Geometry::FEdgeSpan
GetVertex(int SpanIndex) constUE::Geometry::FEdgeSpaninline
GetVertexCount() constUE::Geometry::FEdgeSpaninline
Initialize(const FDynamicMesh3 *mesh, const TArray< int > &vertices, const TArray< int > &edges, const TArray< int > *BowtieVerticesIn=nullptr)UE::Geometry::FEdgeSpan
InitializeFromEdges(const TArray< int > &EdgesIn)UE::Geometry::FEdgeSpan
InitializeFromEdges(const FDynamicMesh3 *MeshIn, const TArray< int > &EdgesIn)UE::Geometry::FEdgeSpaninline
InitializeFromVertices(const FDynamicMesh3 *MeshIn, const TArray< int > &VerticesIn, bool bAutoOrient=true)UE::Geometry::FEdgeSpaninline
InitializeFromVertices(const TArray< int > &VerticesIn, bool bAutoOrient=true)UE::Geometry::FEdgeSpan
IsBoundaryspan(const FDynamicMesh3 *TestMesh=nullptr) constUE::Geometry::FEdgeSpan
IsInternalspan() constUE::Geometry::FEdgeSpan
MeshUE::Geometry::FEdgeSpan
Reverse()UE::Geometry::FEdgeSpaninline
SetBowtieVertices(const TArray< int > &Bowties)UE::Geometry::FEdgeSpaninline
SetCorrectOrientation()UE::Geometry::FEdgeSpan
VertexSpanToEdgeSpan(const FDynamicMesh3 *Mesh, const TArray< int > &VertexSpan, TArray< int > &OutEdgeSpan)UE::Geometry::FEdgeSpanstatic
VerticesUE::Geometry::FEdgeSpan