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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <RawMesh.h>
Public Member Functions | |
| RAWMESH_API void | Empty () |
| RAWMESH_API bool | IsValid () const |
| RAWMESH_API bool | IsValidOrFixable () const |
| FVector3f | GetWedgePosition (int32 WedgeIndex) const |
| RAWMESH_API void | CompactMaterialIndices () |
Public Attributes | |
| TArray< int32 > | FaceMaterialIndices |
| TArray< uint32 > | FaceSmoothingMasks |
| TArray< FVector3f > | VertexPositions |
| TArray< uint32 > | WedgeIndices |
| TArray< FVector3f > | WedgeTangentX |
| TArray< FVector3f > | WedgeTangentY |
| TArray< FVector3f > | WedgeTangentZ |
| TArray< FVector2f > | WedgeTexCoords [MAX_MESH_TEXTURE_COORDS] |
| TArray< FColor > | WedgeColors |
| TArray< int32 > | MaterialIndexToImportIndex |
Raw mesh data used to construct optimized runtime rendering streams.
A note on terminology. Information is stored at various frequencies as defined here: Face - A single polygon in the mesh. Currently all code assumes this is a triangle but conceptually any polygon would do. Corner - Each face has N corners. As all faces are currently triangles, N=3. Wedge - Properties stored for each corner of each face. Index with FaceIndex * NumCorners + CornerIndex. Vertex - Properties shared by overlapping wedges of adjacent polygons. Typically these properties relate to position. Index with VertexIndices[WedgeIndex].
Additionally, to ease in backwards compatibility all properties should use only primitive types!
| void FRawMesh::CompactMaterialIndices | ( | ) |
Compacts materials by removing any that have no associated triangles. Also updates the material index map.
| void FRawMesh::Empty | ( | ) |
Empties all data streams.
Helper for getting the position of a wedge.
| bool FRawMesh::IsValid | ( | ) | const |
Returns true if the mesh contains valid information.
| bool FRawMesh::IsValidOrFixable | ( | ) | const |
Returns true if the mesh contains valid information or slightly invalid information that we can fix.
Map from material index -> original material index at import time. It's valid for this to be empty in which case material index == original material index.
Position in local space. Array[VertexId] = float3(x,y,z)
| TArray<FVector2f> FRawMesh::WedgeTexCoords[MAX_MESH_TEXTURE_COORDS] |
Texture coordinates. Array[UVId][WedgeId]=float2(u,v)