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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/UGeometryScriptLibrary_MeshVerte-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static static UPARAM
(
DisplayName |
Set all vertex colors (optionally specific channels) in the TargetMesh VertexColor Overlay to a constant value | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Set the colors in the TargetMesh VertexColor Overlay identified by the Selection to a constant value. | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Set all vertex colors in the TargetMesh VertexColor Overlay to the specified per-vertex colors | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Get a list of single vertex colors for each mesh vertex in the TargetMesh, derived from the VertexColor Overlay. | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Apply a SRGB to Linear color transformation on all vertex colors on the mesh. | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Apply a Linear to SRGB color transformation on all vertex colors on the mesh. | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Blur the color attribute of the mesh. | GeometryScript/MeshVertexColorFunctions.h |
|
static static UPARAM
(
DisplayName |
Transfer the vertex colors from the SourceMesh to the TargetMesh. | GeometryScript/MeshVertexColorFunctions.h |
|
UPARAM(DisplayName)
Description
Set all vertex colors (optionally specific channels) in the TargetMesh VertexColor Overlay to a constant value
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| Color | the constant color to set |
| Flags | specify which RGBA channels to set (default all channels) |
UPARAM(DisplayName)
Description
Set the colors in the TargetMesh VertexColor Overlay identified by the Selection to a constant value. For a Vertex Selection, each existing VertexColor Overlay Element for the vertex is updated. For a Triangle or PolyGroup Selection, all Overlay Elements in the identified Triangles are updated.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| Color | the constant color to set |
| Flags | specify which RGBA channels to set (default all channels) |
| bCreateColorSeam | if true, a "hard edge" in the vertex colors is created, by creating new Elements for all the triangles in the selection. If enabled, Vertex selections are converted to Triangle selections, and Flags is ignored. |
UPARAM(DisplayName)
Description
Set all vertex colors in the TargetMesh VertexColor Overlay to the specified per-vertex colors
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| VertexColorList | per-vertex colors. Size must be less than or equal to the MaxVertexID of TargetMesh (ie gaps are supported) |
UPARAM(DisplayName)
Description
Get a list of single vertex colors for each mesh vertex in the TargetMesh, derived from the VertexColor Overlay. The VertexColor Overlay may store multiple colors for a single vertex (ie different colors for that vertex on different triangles) In such cases the colors can either be averaged, or the last color seen will be used, depending on the bBlendSplitVertexValues parameter.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| ColorList | output color list will be stored here. Size will be equal to the MaxVertexID of TargetMesh (not the VertexCount!) |
| bIsValidColorSet | will be set to true if the VertexColor Overlay was valid |
| bHasVertexIDGaps | will be set to true if some vertex indices in TargetMesh were invalid, ie MaxVertexID > VertexCount |
| bBlendSplitVertexValues | control how multiple colors at the same vertex should be interpreted |
UPARAM(DisplayName)
Description
Apply a SRGB to Linear color transformation on all vertex colors on the mesh.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Apply a Linear to SRGB color transformation on all vertex colors on the mesh.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Blur the color attribute of the mesh. If the mesh has no color attribute, the function returns the mesh unchanged.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| TargetMesh | The mesh containing the color attribute. |
| Selection | Only vertices in the selection will have their color attribute blurred. |
| NumIterations | The number of blur iterations. |
| Strength | Each iteration, we will blur between the vertex of the color at the previous iteration and its neighbors' average by Strength amount (expected to be in the zero to one range). |
| BlurMode | Determines how neighbors are weighted when computing their average. |
UPARAM(DisplayName)
Description
Transfer the vertex colors from the SourceMesh to the TargetMesh. Assumes that the meshes are aligned. Otherwise, use the TransformMesh geometry script function to align them.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include Path | #include "GeometryScript/MeshVertexColorFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|VertexColor", Meta=(ScriptMethod))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| SourceMesh | The mesh we are transferring the colors from. |
| TargetMesh | The mesh we are transferring the colors to. |
| Options | The options to set for the transfer colors algorithm. |
| Selection | Optional subset of target mesh vertices to transfer weights to. If left empty, colors will be transferred to all target mesh vertices. |