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

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

AllDegenerateTrisUE::Geometry::TMeshTangents< RealType >protected
BitangentsUE::Geometry::TMeshTangents< RealType >protected
ComputeDefaultOverlayTangents(FDynamicMesh3 &Mesh)UE::Geometry::TMeshTangents< RealType >inlinestatic
ComputeMikkTStyleTangents(const FDynamicMeshNormalOverlay *NormalOverlay, const FDynamicMeshUVOverlay *UVOverlay, const FComputeTangentsOptions &Options)UE::Geometry::TMeshTangents< RealType >protected
ComputeSeparatePerTriangleTangents(const FDynamicMeshNormalOverlay *NormalOverlay, const FDynamicMeshUVOverlay *UVOverlay, const FComputeTangentsOptions &Options)UE::Geometry::TMeshTangents< RealType >protected
ComputeTriangleTangents(const FDynamicMeshUVOverlay *UVOverlay, bool bOrthogonalize=true)UE::Geometry::TMeshTangents< RealType >
ComputeTriVertexTangents(const FDynamicMeshNormalOverlay *NormalOverlay, const FDynamicMeshUVOverlay *UVOverlay, const FComputeTangentsOptions &Options)UE::Geometry::TMeshTangents< RealType >
CopyToOverlays(FDynamicMesh3 &MeshToSet) constUE::Geometry::TMeshTangents< RealType >
CopyTriVertexTangents(const TMeshTangents< OtherRealType > &OtherTangents)UE::Geometry::TMeshTangents< RealType >
CopyTriVertexTangents(const FDynamicMesh3 &SourceMesh)UE::Geometry::TMeshTangents< RealType >
GetBitangents() constUE::Geometry::TMeshTangents< RealType >inline
GetDegenerateTris() constUE::Geometry::TMeshTangents< RealType >inline
GetInterpolatedTriangleTangent(int32 TriangleID, const UE::Math::TVector< RealType > &BaryCoords, UE::Math::TVector< RealType > &TangentOut, UE::Math::TVector< RealType > &BitangentOut) constUE::Geometry::TMeshTangents< RealType >inline
GetMesh() constUE::Geometry::TMeshTangents< RealType >inline
GetPerTriangleTangent(int32 TriangleID, int32 TriVertIdx, UE::Math::TVector< RealType > &TangentOut, UE::Math::TVector< RealType > &BitangentOut) constUE::Geometry::TMeshTangents< RealType >inline
GetPerTriangleTangent(int32 TriangleID, int32 TriVertIdx, VectorType &TangentOut, VectorType &BitangentOut) constUE::Geometry::TMeshTangents< RealType >inline
GetTangents() constUE::Geometry::TMeshTangents< RealType >inline
GetTriangleVertexTangentVectors(int32 TriangleID, int32 TriVertexIndex, OtherVectorType &TangentOut, OtherVectorType &BitangentOut) constUE::Geometry::TMeshTangents< RealType >inline
InitializeTriangleTangents(bool bClearToZero)UE::Geometry::TMeshTangents< RealType >inline
InitializeTriVertexTangents(bool bClearToZero)UE::Geometry::TMeshTangents< RealType >inline
MeshUE::Geometry::TMeshTangents< RealType >protected
SetMesh(const FDynamicMesh3 *MeshIn)UE::Geometry::TMeshTangents< RealType >inline
SetPerTriangleTangent(int TriangleID, int TriVertIdx, const TVector< RealType > &Tangent, const TVector< RealType > &Bitangent)UE::Geometry::TMeshTangents< RealType >inline
SetTangentCount(int Count, bool bClearToZero)UE::Geometry::TMeshTangents< RealType >protected
TangentsUE::Geometry::TMeshTangents< RealType >protected
TMeshTangents()UE::Geometry::TMeshTangents< RealType >inline
TMeshTangents(const FDynamicMesh3 *Mesh)UE::Geometry::TMeshTangents< RealType >inline