| AllDegenerateTris | UE::Geometry::TMeshTangents< RealType > | protected |
| Bitangents | UE::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) const | UE::Geometry::TMeshTangents< RealType > | |
| CopyTriVertexTangents(const TMeshTangents< OtherRealType > &OtherTangents) | UE::Geometry::TMeshTangents< RealType > | |
| CopyTriVertexTangents(const FDynamicMesh3 &SourceMesh) | UE::Geometry::TMeshTangents< RealType > | |
| GetBitangents() const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetDegenerateTris() const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetInterpolatedTriangleTangent(int32 TriangleID, const UE::Math::TVector< RealType > &BaryCoords, UE::Math::TVector< RealType > &TangentOut, UE::Math::TVector< RealType > &BitangentOut) const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetMesh() const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetPerTriangleTangent(int32 TriangleID, int32 TriVertIdx, UE::Math::TVector< RealType > &TangentOut, UE::Math::TVector< RealType > &BitangentOut) const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetPerTriangleTangent(int32 TriangleID, int32 TriVertIdx, VectorType &TangentOut, VectorType &BitangentOut) const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetTangents() const | UE::Geometry::TMeshTangents< RealType > | inline |
| GetTriangleVertexTangentVectors(int32 TriangleID, int32 TriVertexIndex, OtherVectorType &TangentOut, OtherVectorType &BitangentOut) const | UE::Geometry::TMeshTangents< RealType > | inline |
| InitializeTriangleTangents(bool bClearToZero) | UE::Geometry::TMeshTangents< RealType > | inline |
| InitializeTriVertexTangents(bool bClearToZero) | UE::Geometry::TMeshTangents< RealType > | inline |
| Mesh | UE::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 |
| Tangents | UE::Geometry::TMeshTangents< RealType > | protected |
| TMeshTangents() | UE::Geometry::TMeshTangents< RealType > | inline |
| TMeshTangents(const FDynamicMesh3 *Mesh) | UE::Geometry::TMeshTangents< RealType > | inline |