| bAborted | UE::Geometry::FMeshBoundaryLoops | |
| bFellBackToSpansOnFailure | UE::Geometry::FMeshBoundaryLoops | |
| bOnlyComputeSpans | UE::Geometry::FMeshBoundaryLoops | |
| bSawOpenSpans | UE::Geometry::FMeshBoundaryLoops | |
| Compute() | UE::Geometry::FMeshBoundaryLoops | |
| CountInList(const TArray< int > &Loop, int Item) | UE::Geometry::FMeshBoundaryLoops | protectedstatic |
| CountSpan(const TArray< int > &Loop, int i0, int i1) | UE::Geometry::FMeshBoundaryLoops | protectedstatic |
| EdgeFilterFunc | UE::Geometry::FMeshBoundaryLoops | |
| EFailureBehaviors enum name | UE::Geometry::FMeshBoundaryLoops | |
| ESpanBehaviors enum name | UE::Geometry::FMeshBoundaryLoops | |
| ExtractSpan(TArray< int > &Loop, int i0, int i1, bool bMarkInvalid, TArray< int > &OutSpan) | UE::Geometry::FMeshBoundaryLoops | protectedstatic |
| ExtractSubloops(TArray< int > &loopV, TArray< int > &loopE, TArray< int > &bowties, Subloops &SubloopsOut) | UE::Geometry::FMeshBoundaryLoops | protected |
| FailureBehavior | UE::Geometry::FMeshBoundaryLoops | |
| FailureBowties | UE::Geometry::FMeshBoundaryLoops | |
| FindIndex(const TArray< int > &Loop, int Start, int Item) | UE::Geometry::FMeshBoundaryLoops | protectedstatic |
| FindLeftTurnEdge(int incoming_e, int bowtie_v, TArray< int > &bdry_edges, int bdry_edges_count, TArray< bool > &used_edges) | UE::Geometry::FMeshBoundaryLoops | protected |
| FindLoopContainingEdge(int EdgeID) const | UE::Geometry::FMeshBoundaryLoops | |
| FindLoopContainingVertex(int VertexID) const | UE::Geometry::FMeshBoundaryLoops | |
| FindLoopEdgesHint(const TSet< int > &BorderHintEdges) const | UE::Geometry::FMeshBoundaryLoops | |
| FindLoopTrianglesHint(const TArray< int > &BorderHintTris) const | UE::Geometry::FMeshBoundaryLoops | |
| FindSpanContainingEdge(int EdgeID) const | UE::Geometry::FMeshBoundaryLoops | |
| FindVertexInLoop(int VertexID) const | UE::Geometry::FMeshBoundaryLoops | |
| FMeshBoundaryLoops() | UE::Geometry::FMeshBoundaryLoops | inline |
| FMeshBoundaryLoops(const FDynamicMesh3 *MeshIn, bool bAutoCompute=true) | UE::Geometry::FMeshBoundaryLoops | inline |
| FMeshRegionBoundaryLoops | UE::Geometry::FMeshBoundaryLoops | friend |
| GetLongestLoopIndex() const | UE::Geometry::FMeshBoundaryLoops | |
| GetLoopCount() const | UE::Geometry::FMeshBoundaryLoops | inline |
| GetMaxVerticesLoopIndex() const | UE::Geometry::FMeshBoundaryLoops | |
| GetSpanCount() const | UE::Geometry::FMeshBoundaryLoops | inline |
| GetVertexNormal(int vid) | UE::Geometry::FMeshBoundaryLoops | protected |
| IsSimpleBowtieLoop(const TArray< int > &LoopVerts, const TArray< int > &BowtieVerts, int BowtieVertex, int &start_i, int &end_i) | UE::Geometry::FMeshBoundaryLoops | protectedstatic |
| IsSimplePath(const TArray< int > &LoopVerts, const TArray< int > &BowtieVerts, int BowtieVertex, int i1, int i2) | UE::Geometry::FMeshBoundaryLoops | protectedstatic |
| Loops | UE::Geometry::FMeshBoundaryLoops | |
| Mesh | UE::Geometry::FMeshBoundaryLoops | |
| operator[](int Index) const | UE::Geometry::FMeshBoundaryLoops | inline |
| SetMesh(const FDynamicMesh3 *MeshIn) | UE::Geometry::FMeshBoundaryLoops | inline |
| SpanBehavior | UE::Geometry::FMeshBoundaryLoops | |
| Spans | UE::Geometry::FMeshBoundaryLoops | |
| VerticesTemp | UE::Geometry::FMeshBoundaryLoops | protected |