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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Public Member Functions | |
| FLineBuilder (FSlateRenderBatch &InRenderBatch, const FSlateRenderTransform &InRenderTransform, float ElementScale, float HalfThickness, float FilterRadius, float MiterAngleLimit, float InDashLength, float InDashOffset) | |
| void | NumElements (const TArray< FVector2f > &Points, uint32 &OutNumVertex, uint32 &OutNumIndex) |
| void | BuildLineGeometry (const TArray< FVector2f > &Points, const TArray< FColor > &PackedColors, const FColor &PackedTint, ESlateVertexRounding Rounding) |
Static Public Member Functions | |
| static void | AddQuadIndices (FSlateRenderBatch &InRenderBatch) |
Utility class that builds triangle strips for antialiased lines
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inline |
Constructor
| ElementScale | Element layout scale, used to convert screenspace thickness/radius. |
| HalfThickness | Half thickness of the lines in screenspace pixels. |
| FilterRadius | Antialiasing filter radius in screenspace pixels. |
| AngleCosineLimit | Miter Angle Limit after being passed through AngleCosine. |
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inlinestatic |
Add a quad using the last four vertices added to the batch
Topology: 1–3 |\ | | | 0–2
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inline |
Build geometry for each line segment between the passed-in points. Segments are represented by trapezoids with a pair of edges parallel to the segment. Each trapezoid connects to those for neighbouring segments if it's possible to miter the join cleanly. Rectangular caps are added to antialias any open ends.
All quads are built using two triangles. The UV coordinates are based on topology only, not modified by vertex position. This is why each antialiased edge is kept parallel to the opposite side. Not doing so would result in the UVs shearing apart at the diagonal where the two triangles meet.
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inline |
Calculate num elements per line