| bScaleNormals | FStaticMeshLODResourcesMeshAdapter | protected |
| BuildScale | FStaticMeshLODResourcesMeshAdapter | protected |
| ColorCount() const | FStaticMeshLODResourcesMeshAdapter | inline |
| FIndex3i typedef | FStaticMeshLODResourcesMeshAdapter | |
| FStaticMeshLODResourcesMeshAdapter() | FStaticMeshLODResourcesMeshAdapter | inlineprotected |
| FStaticMeshLODResourcesMeshAdapter(const FStaticMeshLODResources *MeshIn) | FStaticMeshLODResourcesMeshAdapter | inline |
| GetChangeStamp() const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetColor(int32 IDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetNormal(int32 IDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTangentX(int32 IDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTangentY(int32 IDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriangle(int32 IDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriColors(int32 TriId, FColor &C0, FColor &C1, FColor &C2) | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriNormals(int32 TriId, VectorType &N0, VectorType &N1, VectorType &N2) | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriTangentsX(int32 TriId, VectorType &T0, VectorType &T1, VectorType &T2) | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriTangentsY(int32 TriId, VectorType &T0, VectorType &T1, VectorType &T2) | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriUVs(const int32 TriId, const int32 UVLayer, VectorType &UV0, VectorType &UV1, VectorType &UV2) | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriVertices(int32 IDValue, FVector3d &V0, FVector3d &V1, FVector3d &V2) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetTriVertices(int32 IDValue, VectorType &V0, VectorType &V1, VectorType &V2) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetUV(const int32 IDValue, const int32 UVLayer) const | FStaticMeshLODResourcesMeshAdapter | inline |
| GetVertex(int32 IDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| HasColors() const | FStaticMeshLODResourcesMeshAdapter | inline |
| HasNormals() const | FStaticMeshLODResourcesMeshAdapter | inline |
| HasUVs(const int32 UVLayer=0) const | FStaticMeshLODResourcesMeshAdapter | inline |
| InvBuildScale | FStaticMeshLODResourcesMeshAdapter | protected |
| IsColor(int32 ColorIndex) const | FStaticMeshLODResourcesMeshAdapter | inline |
| IsNormal(int32 NID) const | FStaticMeshLODResourcesMeshAdapter | inline |
| IsTriangle(int32 TID) const | FStaticMeshLODResourcesMeshAdapter | inline |
| IsUV(const int32 UVId) const | FStaticMeshLODResourcesMeshAdapter | inline |
| IsVertex(int32 VID) const | FStaticMeshLODResourcesMeshAdapter | inline |
| MaxColorID() const | FStaticMeshLODResourcesMeshAdapter | inline |
| MaxNormalID() const | FStaticMeshLODResourcesMeshAdapter | inline |
| MaxTriangleID() const | FStaticMeshLODResourcesMeshAdapter | inline |
| MaxUVID() const | FStaticMeshLODResourcesMeshAdapter | inline |
| MaxVertexID() const | FStaticMeshLODResourcesMeshAdapter | inline |
| Mesh | FStaticMeshLODResourcesMeshAdapter | protected |
| NormalCount() const | FStaticMeshLODResourcesMeshAdapter | inline |
| NumTriangles | FStaticMeshLODResourcesMeshAdapter | protected |
| NumUVLayers() const | FStaticMeshLODResourcesMeshAdapter | inline |
| SetBuildScale(const FVector3d &BuildScaleIn, bool bScaleNormalsIn) | FStaticMeshLODResourcesMeshAdapter | inline |
| TriangleCount() const | FStaticMeshLODResourcesMeshAdapter | inline |
| TriangleOffsetArray | FStaticMeshLODResourcesMeshAdapter | protected |
| TriangleToSection(int32 &InOutIDValue) const | FStaticMeshLODResourcesMeshAdapter | inline |
| UVCount() const | FStaticMeshLODResourcesMeshAdapter | inline |
| ValidSections | FStaticMeshLODResourcesMeshAdapter | protected |
| VertexCount() const | FStaticMeshLODResourcesMeshAdapter | inline |