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

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

bAbortedUE::Geometry::FMeshBoundaryLoops
bFellBackToSpansOnFailureUE::Geometry::FMeshBoundaryLoops
bOnlyComputeSpansUE::Geometry::FMeshBoundaryLoops
bSawOpenSpansUE::Geometry::FMeshBoundaryLoops
Compute()UE::Geometry::FMeshBoundaryLoops
CountInList(const TArray< int > &Loop, int Item)UE::Geometry::FMeshBoundaryLoopsprotectedstatic
CountSpan(const TArray< int > &Loop, int i0, int i1)UE::Geometry::FMeshBoundaryLoopsprotectedstatic
EdgeFilterFuncUE::Geometry::FMeshBoundaryLoops
EFailureBehaviors enum nameUE::Geometry::FMeshBoundaryLoops
ESpanBehaviors enum nameUE::Geometry::FMeshBoundaryLoops
ExtractSpan(TArray< int > &Loop, int i0, int i1, bool bMarkInvalid, TArray< int > &OutSpan)UE::Geometry::FMeshBoundaryLoopsprotectedstatic
ExtractSubloops(TArray< int > &loopV, TArray< int > &loopE, TArray< int > &bowties, Subloops &SubloopsOut)UE::Geometry::FMeshBoundaryLoopsprotected
FailureBehaviorUE::Geometry::FMeshBoundaryLoops
FailureBowtiesUE::Geometry::FMeshBoundaryLoops
FindIndex(const TArray< int > &Loop, int Start, int Item)UE::Geometry::FMeshBoundaryLoopsprotectedstatic
FindLeftTurnEdge(int incoming_e, int bowtie_v, TArray< int > &bdry_edges, int bdry_edges_count, TArray< bool > &used_edges)UE::Geometry::FMeshBoundaryLoopsprotected
FindLoopContainingEdge(int EdgeID) constUE::Geometry::FMeshBoundaryLoops
FindLoopContainingVertex(int VertexID) constUE::Geometry::FMeshBoundaryLoops
FindLoopEdgesHint(const TSet< int > &BorderHintEdges) constUE::Geometry::FMeshBoundaryLoops
FindLoopTrianglesHint(const TArray< int > &BorderHintTris) constUE::Geometry::FMeshBoundaryLoops
FindSpanContainingEdge(int EdgeID) constUE::Geometry::FMeshBoundaryLoops
FindVertexInLoop(int VertexID) constUE::Geometry::FMeshBoundaryLoops
FMeshBoundaryLoops()UE::Geometry::FMeshBoundaryLoopsinline
FMeshBoundaryLoops(const FDynamicMesh3 *MeshIn, bool bAutoCompute=true)UE::Geometry::FMeshBoundaryLoopsinline
FMeshRegionBoundaryLoopsUE::Geometry::FMeshBoundaryLoopsfriend
GetLongestLoopIndex() constUE::Geometry::FMeshBoundaryLoops
GetLoopCount() constUE::Geometry::FMeshBoundaryLoopsinline
GetMaxVerticesLoopIndex() constUE::Geometry::FMeshBoundaryLoops
GetSpanCount() constUE::Geometry::FMeshBoundaryLoopsinline
GetVertexNormal(int vid)UE::Geometry::FMeshBoundaryLoopsprotected
IsSimpleBowtieLoop(const TArray< int > &LoopVerts, const TArray< int > &BowtieVerts, int BowtieVertex, int &start_i, int &end_i)UE::Geometry::FMeshBoundaryLoopsprotectedstatic
IsSimplePath(const TArray< int > &LoopVerts, const TArray< int > &BowtieVerts, int BowtieVertex, int i1, int i2)UE::Geometry::FMeshBoundaryLoopsprotectedstatic
LoopsUE::Geometry::FMeshBoundaryLoops
MeshUE::Geometry::FMeshBoundaryLoops
operator[](int Index) constUE::Geometry::FMeshBoundaryLoopsinline
SetMesh(const FDynamicMesh3 *MeshIn)UE::Geometry::FMeshBoundaryLoopsinline
SpanBehaviorUE::Geometry::FMeshBoundaryLoops
SpansUE::Geometry::FMeshBoundaryLoops
VerticesTempUE::Geometry::FMeshBoundaryLoopsprotected