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Description
Compute a MaterialID for each edge along the VertexPath based on the MaterialID of adjacent triangles. Currently, for each Edge, EdgeTriangle.A is used.
| Name | UE::Geometry::ComputeMaterialIDsForVertexPath |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/PolyModeling/PolyModelingMaterialUtil.h |
| Include Path | #include "Operations/PolyModeling/PolyModelingMaterialUtil.h" |
| Source | /Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations/PolyModeling/PolyModelingMaterialUtil.cpp |
namespace UE
{
namespace Geometry
{
bool UE::Geometry::ComputeMaterialIDsForVertexPath
(
const FDynamicMesh3 & Mesh,
const TArray < int32 > & VertexPath,
bool bIsLoop,
TArray < int32 > & EdgeMaterialIDsOut,
int32 FallbackMaterialID
)
}
}
true if MaterialIDs attribute exists
Parameters
| Name | Remarks |
|---|---|
| VertexPath | list of sequential vertices that are connected by mesh edges |
| bIsLoop | is the path a loop? |
| EdgeMaterialIDsOut | returned list of per-edge Material ID. Length is VertexPath.Num-1 for open paths and VertexPath.Num for loops |
| FallbackMaterialID | default MaterialID to use if no Material attribute exists or no edge is found |