| bFailed | UE::Geometry::FMeshRegionBoundaryLoops | |
| Compute() | UE::Geometry::FMeshRegionBoundaryLoops | |
| Edges | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| edges_roi | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| ElementIDAndValue typedef | UE::Geometry::FMeshRegionBoundaryLoops | |
| FindLeftTurnEdge(int incoming_e, int bowtie_v, TArray< int > &bdry_edges, int bdry_edges_count, const FIndexFlagSet &used_edges) | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| FMeshRegionBoundaryLoops() | UE::Geometry::FMeshRegionBoundaryLoops | inline |
| FMeshRegionBoundaryLoops(const FDynamicMesh3 *MeshIn, const TArray< int > &RegionTris, bool bAutoCompute=true) | UE::Geometry::FMeshRegionBoundaryLoops | |
| GetAllVertexBoundaryEdges(int vID, TArray< int > &e) | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| GetLoopCount() const | UE::Geometry::FMeshRegionBoundaryLoops | inline |
| GetLoopOverlayMap(const FEdgeLoop &LoopIn, const TDynamicMeshOverlay< StorageType, ElementSize > &Overlay, VidOverlayMap< ElementType > &LoopVidsToOverlayElementsOut) | UE::Geometry::FMeshRegionBoundaryLoops | |
| GetLoopOverlayMap(const FEdgeLoop &LoopIn, const TDynamicMeshOverlay< StorageType, ElementSize > &Overlay, VidOverlayMap< ElementType > &LoopVidsToOverlayElementsOut) | UE::Geometry::FMeshRegionBoundaryLoops | |
| GetLoops() const | UE::Geometry::FMeshRegionBoundaryLoops | inline |
| GetMaxVerticesLoopIndex() const | UE::Geometry::FMeshRegionBoundaryLoops | |
| GetOrientedEdgeVerts(int eID, int tid_in) | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| GetTriangleSetBoundaryLoop(const FDynamicMesh3 &Mesh, const TArray< int32 > &Tris, FEdgeLoop &Loop) | UE::Geometry::FMeshRegionBoundaryLoops | static |
| GetVertexBoundaryEdges(int vID, int &e0, int &e1) | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| GetVertexNormal(int vid) | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| IsEdgeOnBoundary(int eid) const | UE::Geometry::FMeshRegionBoundaryLoops | inlineprotected |
| IsEdgeOnBoundary(int eid, int &tid_in, int &tid_out) const | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| Loops | UE::Geometry::FMeshRegionBoundaryLoops | |
| Mesh | UE::Geometry::FMeshRegionBoundaryLoops | |
| Num() const | UE::Geometry::FMeshRegionBoundaryLoops | inline |
| operator[](int Index) const | UE::Geometry::FMeshRegionBoundaryLoops | inline |
| SetMesh(const FDynamicMesh3 *MeshIn, const TArray< int > &RegionTris) | UE::Geometry::FMeshRegionBoundaryLoops | |
| Triangles | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| TryExtractSubloops(TArray< int > &loopV, const TArray< int > &loopE, const TArray< int > &bowties, TArray< FEdgeLoop > &SubLoopsOut) | UE::Geometry::FMeshRegionBoundaryLoops | protected |
| UpdateLoopOverlayMapValidity(VidOverlayMap< ElementType > &LoopVidsToOverlayElements, const TDynamicMeshOverlay< StorageType, ElementSize > &Overlay) | UE::Geometry::FMeshRegionBoundaryLoops | |
| UpdateLoopOverlayMapValidity(VidOverlayMap< ElementType > &LoopVidsToOverlayElements, const TDynamicMeshOverlay< StorageType, ElementSize > &Overlay) | UE::Geometry::FMeshRegionBoundaryLoops | |
| VidOverlayMap typedef | UE::Geometry::FMeshRegionBoundaryLoops | |