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API > API/Plugins > API/Plugins/DynamicMesh
Wrapper around a Mesh and UV Overlay that provides UVs triangles as vertices. This allows building a TMeshAABBTree3 for the UV mesh
| Name | FDynamicMeshUVMesh |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Sampling/MeshSurfaceSampler.h |
| Include Path | #include "Sampling/MeshSurfaceSampler.h" |
Syntax
struct FDynamicMeshUVMesh
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mesh | const FDynamicMesh3 * | Sampling/MeshSurfaceSampler.h | ||
| UV | const FDynamicMeshUVOverlay * | Sampling/MeshSurfaceSampler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint64 GetChangeStamp() |
Sampling/MeshSurfaceSampler.h | ||
FIndex3i GetTriangle
(
int32 TriangleIndex |
Sampling/MeshSurfaceSampler.h | ||
void GetTriVertices
(
int32 TriangleIndex, |
Sampling/MeshSurfaceSampler.h | ||
FVector3d GetVertex
(
int32 ElementIndex |
Sampling/MeshSurfaceSampler.h | ||
bool IsTriangle
(
int32 TriangleIndex |
Sampling/MeshSurfaceSampler.h | ||
bool IsVertex
(
int32 VertexIndex |
Sampling/MeshSurfaceSampler.h | ||
int32 MaxTriangleID() |
Sampling/MeshSurfaceSampler.h | ||
int32 MaxVertexID() |
Sampling/MeshSurfaceSampler.h | ||
int32 TriangleCount() |
Sampling/MeshSurfaceSampler.h | ||
int32 VertexCount() |
Sampling/MeshSurfaceSampler.h |