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

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

begin()UE::Geometry::FMeshConnectedComponentsinline
begin() constUE::Geometry::FMeshConnectedComponentsinline
ComponentsUE::Geometry::FMeshConnectedComponents
end()UE::Geometry::FMeshConnectedComponentsinline
end() constUE::Geometry::FMeshConnectedComponentsinline
FindConnectedTriangles(TFunction< bool(int32, int32)> TrisConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindConnectedTriangles(const TArray< int > &TriangleROI, TFunction< bool(int32, int32)> TrisConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindConnectedTriangles(TFunctionRef< bool(int)> IndexFilterFunc, TFunction< bool(int32, int32)> TrisConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindConnectedVertices(TFunction< bool(int32, int32)> VertsConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindConnectedVertices(const TArray< int > &VertexROI, TFunction< bool(int32, int32)> VertsConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindConnectedVertices(TFunctionRef< bool(int)> IndexFilterFunc, TFunction< bool(int32, int32)>VertsConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindTrianglesConnectedToSeeds(const TArray< int > &SeedTriangles, TFunction< bool(int32, int32)> TrisConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FindTriComponent(FComponent *Component, TArray< int32 > &ComponentQueue, TArray< uint8 > &ActiveSet)UE::Geometry::FMeshConnectedComponentsprotected
FindTriComponent(FComponent *Component, TArray< int32 > &ComponentQueue, TArray< uint8 > &ActiveSet, TFunctionRef< bool(int32, int32)> TriConnectedPredicate)UE::Geometry::FMeshConnectedComponentsprotected
FindTriComponents(FInterval1i ActiveRange, TArray< uint8 > &ActiveSet, TFunction< bool(int32, int32)> TriConnectedPredicate)UE::Geometry::FMeshConnectedComponentsprotected
FindTriComponents(const TArray< int32 > &SeedList, TArray< uint8 > &ActiveSet, TFunction< bool(int32, int32)> TriConnectedPredicate)UE::Geometry::FMeshConnectedComponentsprotected
FindVertComponent(FComponent *Component, TArray< int32 > &ComponentQueue, TArray< uint8 > &ActiveSet)UE::Geometry::FMeshConnectedComponentsprotected
FindVertComponent(FComponent *Component, TArray< int32 > &ComponentQueue, TArray< uint8 > &ActiveSet, TFunctionRef< bool(int32, int32)> VertsConnectedPredicate)UE::Geometry::FMeshConnectedComponentsprotected
FindVertComponents(FInterval1i ActiveRange, TArray< uint8 > &ActiveSet, TFunction< bool(int32, int32)> VertsConnectedPredicate)UE::Geometry::FMeshConnectedComponentsprotected
FindVertComponents(const TArray< int32 > &SeedList, TArray< uint8 > &ActiveSet, TFunction< bool(int32, int32)> VertsConnectedPredicate)UE::Geometry::FMeshConnectedComponentsprotected
FindVerticesConnectedToSeeds(const TArray< int > &SeedVertices, TFunction< bool(int32, int32)> VertsConnectedPredicate=nullptr)UE::Geometry::FMeshConnectedComponents
FMeshConnectedComponents(const FDynamicMesh3 *MeshIn)UE::Geometry::FMeshConnectedComponentsinline
GetComponent(int32 Index) constUE::Geometry::FMeshConnectedComponentsinline
GetComponent(int32 Index)UE::Geometry::FMeshConnectedComponentsinline
GetLargestIndexByCount() constUE::Geometry::FMeshConnectedComponents
GrowToConnectedEdges(const FDynamicMesh3 &Mesh, const TArray< int > &InputROI, TSet< int > &ResultROI, TArray< int32 > *QueueBuffer=nullptr, TFunctionRef< bool(int32, int32)> CanGrowPredicate=[](int32, int32) { return true;})UE::Geometry::FMeshConnectedComponentsstatic
GrowToConnectedTriangles(const FDynamicMesh3 *Mesh, const TArray< int > &InputROI, TArray< int > &ResultROI, TArray< int32 > *QueueBuffer=nullptr, TSet< int32 > *DoneBuffer=nullptr, TFunctionRef< bool(int32, int32)> CanGrowPredicate=[](int32, int32) { return true;})UE::Geometry::FMeshConnectedComponentsstatic
GrowToConnectedTriangles(const FDynamicMesh3 *Mesh, const TArray< int > &InputROI, TSet< int > &ResultROI, TArray< int32 > *QueueBuffer=nullptr, TFunctionRef< bool(int32, int32)> CanGrowPredicate=[](int32, int32) { return true;})UE::Geometry::FMeshConnectedComponentsstatic
GrowToConnectedVertices(const FDynamicMesh3 &Mesh, const TArray< int > &InputROI, TSet< int > &ResultROI, TArray< int32 > *QueueBuffer=nullptr, TFunctionRef< bool(int32, int32)> CanGrowPredicate=[](int32, int32) { return true;})UE::Geometry::FMeshConnectedComponentsstatic
InitializeFromTriangleComponents(const TArray< TArray< int32 > > &ComponentLists, bool bValidateIDs)UE::Geometry::FMeshConnectedComponents
InitializeFromTriangleComponents(TArray< TArray< int32 > > &ComponentLists, bool bMoveSubLists, bool bValidateIDs)UE::Geometry::FMeshConnectedComponents
InitializeFromVertexComponents(const TArray< TArray< int32 > > &ComponentLists, bool bValidateIDs)UE::Geometry::FMeshConnectedComponents
InitializeFromVertexComponents(TArray< TArray< int32 > > &ComponentLists, bool bMoveSubLists, bool bValidateIDs)UE::Geometry::FMeshConnectedComponents
MeshUE::Geometry::FMeshConnectedComponents
Num() constUE::Geometry::FMeshConnectedComponentsinline
operator[](int32 Index) constUE::Geometry::FMeshConnectedComponentsinline
operator[](int32 Index)UE::Geometry::FMeshConnectedComponentsinline
RemoveFromActiveSet(const FComponent *Component, TArray< uint8 > &ActiveSet)UE::Geometry::FMeshConnectedComponentsprotected
SortByCount(bool bLargestFirst=true)UE::Geometry::FMeshConnectedComponents