UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize > Member List

This is the complete list of members for UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >, including all inherited members.

Append(const TDynamicMeshOverlay &ToAppend, const FDynamicMesh3::FAppendInfo &AppendInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
AppendDefaulted(const FDynamicMesh3::FAppendInfo &AppendInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
AppendElement(RealType ConstantValue)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
AppendElement(const RealType *Value)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
AreTrianglesConnected(int TriangleID0, int TriangleID1) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
BeginUnsafeElementsInsert()UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
CheckValidity(bool bAllowNonManifoldVertices=true, EValidityCheckFailMode FailMode=EValidityCheckFailMode::Check) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
ClearElements()UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
ClearElements(const EnumerableIntType &Triangles)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
CompactCopy(const FCompactMaps &CompactMaps, const TDynamicMeshOverlay< RealType, ElementSize > &Copy)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
CompactInPlace(const FCompactMaps &CompactMaps)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
Copy(const TDynamicMeshOverlay< RealType, ElementSize > &Copy)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
CountVertexElements(int VertexID, bool bBruteForce=false) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
CreateFromPredicate(TFunctionRef< bool(int ParentVertexIdx, int TriIDA, int TriIDB)> TrisCanShareVertexPredicate, RealType InitElementValue)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
CreatePerVertex(RealType InitElementValue)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
element_iterator typedefUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
ElementCount() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
ElementIndicesItr() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
ElementsUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
ElementsRefCountsUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
ElementTrianglesUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
EndUnsafeElementsInsert()UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
FDynamicMesh3UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >friend
FDynamicMeshAttributeSetUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >friend
FreeUnusedElements(const TSet< int > *ElementsToCheck=nullptr)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
GetByteCount() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetElement(int ElementID, RealType *Data) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetElement(int ElementID, AsType &Data) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetElementAtVertex(int TriangleID, int VertexID, AsType &Data) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetElementIDAtVertex(int TriangleID, int VertexID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
GetElementTriangles(int ElementID, TArray< int > &OutTriangles) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
GetParentMesh() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetParentMesh()UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetParentVertex(int ElementID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetTriangle(int TriangleID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetTriangleIfValid(int TriangleID, FIndex3i &TriangleOut) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetTriBaryInterpolate(int32 TriangleID, const AsType *BaryCoords, AsType *DataOut) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
GetVertexElements(int VertexID, TArray< int > &OutElements) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
HasInteriorSeamEdges() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
InitializeNewTriangle(int TriangleID)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
InitializeTriangles(int MaxTriangleID)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
InsertElement(int ElementID, const RealType *Value, bool bUnsafe=false)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
InternalSetTriangle(int TriangleID, const FIndex3i &TriElements, bool bUpdateRefCounts, bool bAllowElementFreeing=true)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
IsBowtieInOverlay(int32 VertexID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
IsCompact() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
IsElement(int vID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
IsSameAs(const TDynamicMeshOverlay< RealType, ElementSize > &Other, bool bIgnoreDataLayout) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
IsSeamEdge(int EdgeID, bool *bIsNonIntersectingOut=nullptr) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
IsSeamEndEdge(int EdgeID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
IsSeamIntersectionVertex(int32 VertexID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
IsSeamVertex(int VertexID, bool bBoundaryIsSeam=true) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
IsSetTriangle(int TID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
MaxElementID() constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
MergeElement(int SourceElementID, int TargetElementID)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnCollapseEdge(const DynamicMeshInfo::FEdgeCollapseInfo &CollapseInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnFlipEdge(const DynamicMeshInfo::FEdgeFlipInfo &FlipInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnMergeEdges(const DynamicMeshInfo::FMergeEdgesInfo &MergeInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnMergeVertices(const DynamicMeshInfo::FMergeVerticesInfo &MergeInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnPokeTriangle(const DynamicMeshInfo::FPokeTriangleInfo &PokeInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnRemoveTriangle(int TriangleID)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnReverseTriOrientation(int TriangleID)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnSplitEdge(const DynamicMeshInfo::FEdgeSplitInfo &SplitInfo)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
OnSplitVertex(const DynamicMeshInfo::FVertexSplitInfo &SplitInfo, const TArrayView< const int > &TrianglesToUpdate)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
operator<<UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >friend
ParentMeshUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
ParentVerticesUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
Serialize(FArchive &Ar, const FCompactMaps *CompactMaps, bool bUseCompression)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
SetElement(int ElementID, const RealType *Data)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
SetElement(int ElementID, const AsType &Data)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
SetElementFromBary(int SetElement, int ElementA, int ElementB, int ElementC, const FVector3d &BaryCoords)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
SetElementFromLerp(int SetElement, int ElementA, int ElementB, double Alpha)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >protected
SetParentVertex(int ElementIndex, int ParentVertexIndex)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
SetTriangle(int TriangleID, const FIndex3i &TriElements, bool bAllowElementFreeing=true)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
SplitBowties(bool bParallel=true)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
SplitBowtiesAtVertex(int32 Vid, TArray< int32 > *NewElementIDs=nullptr)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
SplitElement(int ElementID, const TArrayView< const int > &TrianglesToUpdate)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
SplitElementWithNewParent(int ElementID, int SplitParentVertexID, const TArrayView< const int > &TrianglesToUpdate)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
SplitVerticesWithPredicate(TFunctionRef< bool(int ElementIdx, int TriID)> ShouldSplitOutVertex, TFunctionRef< void(int ElementIdx, int TriID, RealType *FillVect)> GetNewElementValue)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >
TDynamicMeshOverlay()UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
TDynamicMeshOverlay(FDynamicMesh3 *ParentMeshIn)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
TriangleHasElement(int TriangleID, int ElementID) constUE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >inline
UnsetTriangle(int TriangleID, bool bAllowElementFreeing=true)UE::Geometry::TDynamicMeshOverlay< RealType, ElementSize >