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API > API/Plugins > API/Plugins/DynamicMesh > API/Plugins/DynamicMesh/FMeshPlaneCut
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool SplitEdgesOnly
(
bool bAssignNewGroups |
Operations/MeshPlaneCut.h | ||
virtual bool SplitEdgesOnly
(
bool bAssignNewGroups, |
Compute the plane cut by splitting mesh edges that cross the cut plane, and then optionally update groups | Operations/MeshPlaneCut.h |
SplitEdgesOnly(bool)
| Name | SplitEdgesOnly |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/MeshPlaneCut.h |
| Include Path | #include "Operations/MeshPlaneCut.h" |
virtual bool SplitEdgesOnly
(
bool bAssignNewGroups
)
SplitEdgesOnly(bool, TSet< int32 > *)
Description
Compute the plane cut by splitting mesh edges that cross the cut plane, and then optionally update groups
| Name | SplitEdgesOnly |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/MeshPlaneCut.h |
| Include Path | #include "Operations/MeshPlaneCut.h" |
virtual bool SplitEdgesOnly
(
bool bAssignNewGroups,
TSet< int32 > * OptionalTriangleSelection
)
true if operation succeeds
Parameters
| Name | Remarks |
|---|---|
| bAssignNewGroups | if true, update group IDs such that each group-connected-component on either side of the cut plane is assigned a new unique group ID |
| OptionalTriangleSelection | if non-null, a set of triangle IDs that must be updated along with any triangle splits or deletions in the edge split process |