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API > API/Plugins > API/Plugins/ClonerEffectorMeshBuilder
Struct used to build a mesh based out of other meshes class
| Name | FCEMeshBuilder |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/ClonerEffector/Source/ClonerEffectorMeshBuilder/Public/CEMeshBuilder.h |
| Include Path | #include "CEMeshBuilder.h" |
Syntax
USTRUCT ()
struct FCEMeshBuilder
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCEMeshBuilder() |
CEMeshBuilder.h |
Structs
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultAppendParams | const FCEMeshBuilderAppendParams | CEMeshBuilder.h | |
| DefaultBuildParams | const FCEMeshBuilderParams | CEMeshBuilder.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Meshes | TMap< uint32, UE::Geometry::FDynamicMesh3 > | CEMeshBuilder.h | ||
| MeshInstances | TArray< FCEMeshInstance > | CEMeshBuilder.h | ||
| OutputDynamicMesh | TObjectPtr< UDynamicMesh > | CEMeshBuilder.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< UPrimitiveComponent * > AppendActor
(
const AActor* InActor, |
Appends supported components within actor | CEMeshBuilder.h | |
bool AppendComponent
(
UNiagaraComponent* InComponent, |
Appends Niagara component | CEMeshBuilder.h | |
bool AppendComponent
(
USplineMeshComponent* InComponent, |
Appends Spline Mesh component | CEMeshBuilder.h | |
bool AppendComponent
(
UInstancedStaticMeshComponent* InComponent, |
Appends Instanced Static Mesh component | CEMeshBuilder.h | |
bool AppendComponent
(
UDynamicMeshComponent* InComponent, |
Appends Dynamic Mesh component | CEMeshBuilder.h | |
bool AppendComponent
(
const USkeletalMeshComponent* InComponent, |
Appends Skeletal Mesh component | CEMeshBuilder.h | |
bool AppendComponent
(
UBrushComponent* InComponent, |
Appends Brush component | CEMeshBuilder.h | |
bool AppendComponent
(
const UStaticMeshComponent* InComponent, |
Appends Static Mesh component | CEMeshBuilder.h | |
bool AppendComponent
(
UProceduralMeshComponent* InComponent, |
Appends Procedural Mesh component | CEMeshBuilder.h | |
bool AppendMesh
(
UStaticMesh* InMesh, |
Appends a static mesh | CEMeshBuilder.h | |
bool AppendMesh
(
const UDynamicMesh* InMesh, |
Appends a dynamic mesh | CEMeshBuilder.h | |
bool BuildDynamicMesh
(
uint32 InMeshIndex, |
Builds a dynamic mesh for the specific mesh index | CEMeshBuilder.h | |
bool BuildDynamicMesh
(
int32 InInstanceIndex, |
Builds a dynamic mesh for the specific instance index | CEMeshBuilder.h | |
bool BuildDynamicMesh
(
UDynamicMesh* OutMesh, |
Builds a dynamic mesh by merging all the mesh data imported | CEMeshBuilder.h | |
bool BuildStaticMesh
(
uint32 InMeshIndex, |
Builds a static mesh for the specific mesh index | CEMeshBuilder.h | |
bool BuildStaticMesh
(
UStaticMesh* OutMesh, |
Builds a static mesh by merging all the mesh data imported | CEMeshBuilder.h | |
bool BuildStaticMesh
(
int32 InInstanceIndex, |
Builds a static mesh for the specific instance index | CEMeshBuilder.h | |
int32 GetMeshCount() |
CEMeshBuilder.h | ||
TArray< uint32 > GetMeshIndexes() |
CEMeshBuilder.h | ||
int32 GetMeshInstanceCount() |
CEMeshBuilder.h | ||
void Reset() |
Resets the builder and clears data | CEMeshBuilder.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool DynamicMeshToStaticMesh
(
UDynamicMesh* InMesh, |
CEMeshBuilder.h | ||
static bool HasAnyGeometry
(
UActorComponent* InComponent |
Checks if the component contains any geometry data | CEMeshBuilder.h | |
static bool IsActorSupported
(
const AActor* InActor |
Does the mesh builder supports this actor | CEMeshBuilder.h | |
static bool IsComponentSupported
(
const UActorComponent* InComponent |
Does the mesh builder supports this component | CEMeshBuilder.h |