| BaseBorderE | UE::Geometry::FDynamicSubmesh3 | protected |
| BaseBorderV | UE::Geometry::FDynamicSubmesh3 | protected |
| BaseBoundaryE | UE::Geometry::FDynamicSubmesh3 | protected |
| BaseMesh | UE::Geometry::FDynamicSubmesh3 | protected |
| bComputeTriMaps | UE::Geometry::FDynamicSubmesh3 | |
| Compute(const TArrayView< const int > &SubTriangles, int WantComponents=(int) EMeshComponents::All, bool bAttributes=true) | UE::Geometry::FDynamicSubmesh3 | inline |
| Compute(FDynamicMesh3 *Base, const TArrayView< const int > &Triangles, int WantComponents=(int) EMeshComponents::All, bool bAttributes=true) | UE::Geometry::FDynamicSubmesh3 | inline |
| ComputeBoundaryInfo(const TArrayView< const int > &SubTriangles) | UE::Geometry::FDynamicSubmesh3 | inlineprotected |
| FDynamicSubmesh3() | UE::Geometry::FDynamicSubmesh3 | inline |
| FDynamicSubmesh3(const FDynamicMesh3 *BaseMesh) | UE::Geometry::FDynamicSubmesh3 | inline |
| FDynamicSubmesh3(const FDynamicMesh3 *BaseMesh, const TArray< int > &Triangles, int WantComponents=(int) EMeshComponents::All, bool bAttributes=true) | UE::Geometry::FDynamicSubmesh3 | inline |
| GetBaseBorderEdges() const | UE::Geometry::FDynamicSubmesh3 | inline |
| GetBaseBorderVertices() const | UE::Geometry::FDynamicSubmesh3 | inline |
| GetBaseBoundaryEdges() const | UE::Geometry::FDynamicSubmesh3 | inline |
| GetBaseMesh() const | UE::Geometry::FDynamicSubmesh3 | inline |
| GetSubmesh() | UE::Geometry::FDynamicSubmesh3 | inline |
| GetSubmesh() const | UE::Geometry::FDynamicSubmesh3 | inline |
| InBaseBorderEdges(int BaseEID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| InBaseBorderVertices(int BaseVID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| InBaseBoundaryEdges(int BaseEID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapColorToBaseMesh(int SubCID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapColorToSubmesh(int BaseCID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapEdgesToSubmesh(TArrayView< int > &Edges) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapEdgeToBaseMesh(int SubEID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapEdgeToSubmesh(int BaseEID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapGroupsToSubmesh(TArrayView< int32 > GroupIDs) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapGroupToBaseMesh(int SubGID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapGroupToSubmesh(int BaseGID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapNormalToBaseMesh(int NormalLayer, int SubNID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapNormalToSubmesh(int NormalLayer, int BaseNID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| Mappings | UE::Geometry::FDynamicSubmesh3 | protected |
| MapTrianglesToSubmesh(TArrayView< int > &Triangles) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapTriangleToBaseMesh(int SubTID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapTriangleToSubmesh(int BaseTID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapUVToBaseMesh(int UVLayer, int SubUVID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapUVToSubmesh(int UVLayer, int BaseUVID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapVertexToBaseMesh(int SubVID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapVertexToSubmesh(int BaseVID) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapVerticesToBaseMesh(FIndex2i VIDs) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapVerticesToSubmesh(FIndex2i VIDs) const | UE::Geometry::FDynamicSubmesh3 | inline |
| MapVerticesToSubmesh(TArrayView< int > &Vertices) const | UE::Geometry::FDynamicSubmesh3 | inline |
| Submesh | UE::Geometry::FDynamicSubmesh3 | protected |