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

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

Compute_FaceAvg(bool bWeightByArea, bool bWeightByAngle)UE::Geometry::FMeshNormalsprotected
Compute_FaceAvg_AreaWeighted()UE::Geometry::FMeshNormalsprotected
Compute_Overlay_FaceAvg(const FDynamicMeshNormalOverlay *NormalOverlay, bool bWeightByArea, bool bWeightByAngle)UE::Geometry::FMeshNormalsprotected
Compute_Overlay_FaceAvg_AreaWeighted(const FDynamicMeshNormalOverlay *NormalOverlay)UE::Geometry::FMeshNormalsprotected
Compute_Triangle()UE::Geometry::FMeshNormalsprotected
ComputeOverlayNormal(const FDynamicMesh3 &Mesh, const FDynamicMeshNormalOverlay *NormalOverlay, int ElemIdx, bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsstatic
ComputeTriangleNormals()UE::Geometry::FMeshNormalsinline
ComputeVertexNormal(const FDynamicMesh3 &Mesh, int VertIdx, bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsstatic
ComputeVertexNormal(const FDynamicMesh3 &Mesh, int32 VertIdx, TFunctionRef< bool(int32)> TriangleFilterFunc, bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsstatic
ComputeVertexNormals(bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsinline
CopyToOverlay(FDynamicMeshNormalOverlay *NormalOverlay, bool bInvert=false) constUE::Geometry::FMeshNormals
CopyToVertexNormals(FDynamicMesh3 *SetMesh, bool bInvert=false) constUE::Geometry::FMeshNormals
FMeshNormals()UE::Geometry::FMeshNormalsinline
FMeshNormals(const FDynamicMesh3 *Mesh)UE::Geometry::FMeshNormalsinline
GetNormals() constUE::Geometry::FMeshNormalsinline
GetVertexWeightsOnTriangle(const FDynamicMesh3 *Mesh, int TriID, double TriArea, bool bWeightByArea, bool bWeightByAngle)UE::Geometry::FMeshNormalsstatic
InitializeMeshToPerTriangleNormals(FDynamicMesh3 *Mesh)UE::Geometry::FMeshNormalsstatic
InitializeOverlayRegionToPerVertexNormals(FDynamicMeshNormalOverlay *NormalOverlay, const TArray< int32 > &Triangles)UE::Geometry::FMeshNormalsstatic
InitializeOverlayToPerTriangleNormals(FDynamicMeshNormalOverlay *NormalOverlay)UE::Geometry::FMeshNormalsstatic
InitializeOverlayToPerVertexNormals(FDynamicMeshNormalOverlay *NormalOverlay, bool bUseMeshVertexNormalsIfAvailable=true)UE::Geometry::FMeshNormalsstatic
InitializeOverlayTopologyFromFaceGroups(const FDynamicMesh3 *Mesh, FDynamicMeshNormalOverlay *NormalOverlay)UE::Geometry::FMeshNormalsstatic
InitializeOverlayTopologyFromOpeningAngle(const FDynamicMesh3 *Mesh, FDynamicMeshNormalOverlay *NormalOverlay, double AngleThresholdDeg)UE::Geometry::FMeshNormalsstatic
MeshUE::Geometry::FMeshNormalsprotected
NormalsUE::Geometry::FMeshNormalsprotected
operator[](int i)UE::Geometry::FMeshNormalsinline
operator[](int i) constUE::Geometry::FMeshNormalsinline
QuickComputeVertexNormals(FDynamicMesh3 &Mesh, bool bInvert=false)UE::Geometry::FMeshNormalsstatic
QuickComputeVertexNormalsForTriangles(FDynamicMesh3 &Mesh, const TArray< int32 > &Triangles, bool bWeightByArea=true, bool bWeightByAngle=true, bool bInvert=false)UE::Geometry::FMeshNormalsstatic
QuickRecomputeOverlayNormals(FDynamicMesh3 &Mesh, bool bInvert=false, bool bWeightByArea=true, bool bWeightByAngle=true, bool bParallelCompute=true)UE::Geometry::FMeshNormalsstatic
RecomputeOverlayElementNormals(FDynamicMesh3 &Mesh, const TArray< int32 > &ElementIDs, bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsstatic
RecomputeOverlayNormals(const FDynamicMeshNormalOverlay *NormalOverlay, bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsinline
RecomputeOverlayTriNormals(FDynamicMesh3 &Mesh, const TArray< int32 > &Triangles, bool bWeightByArea=true, bool bWeightByAngle=true)UE::Geometry::FMeshNormalsstatic
SetCount(int Count, bool bClearToZero)UE::Geometry::FMeshNormals
SetDegenerateTriangleNormalsToNeighborNormal()UE::Geometry::FMeshNormals
SetMesh(const FDynamicMesh3 *MeshIn)UE::Geometry::FMeshNormalsinline
SmoothVertexNormals(FDynamicMesh3 &Mesh, int32 SmoothingRounds, double SmoothingAlpha)UE::Geometry::FMeshNormalsstatic