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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/UGeometryScriptLibrary_SceneUtil-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static static UPARAM
(
DisplayName |
Create a new UDynamicMeshPool object. | GeometryScript/SceneUtilityFunctions.h |
|
static static UPARAM
(
DisplayName |
Copy the mesh from a given Component to a Dynamic Mesh. | GeometryScript/SceneUtilityFunctions.h |
|
static static UPARAM
(
DisplayName |
Extract the Collision Geometry from FromObject and copy/approximate it with meshes stored in ToDynamicMesh. | GeometryScript/SceneUtilityFunctions.h |
|
UPARAM(DisplayName)
Description
Create a new UDynamicMeshPool object. Caller needs to create a UProperty reference to the returned object, or it will be garbage-collected.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/SceneUtilityFunctions.h |
| Include Path | #include "GeometryScript/SceneUtilityFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|Utility")
static static UPARAM
(
DisplayName
)
UPARAM(DisplayName)
Description
Copy the mesh from a given Component to a Dynamic Mesh. Supported Component types are: StaticMeshComponent, SkinnedMeshComponent, SplineMeshComponent, DynamicMeshComponent, GeometryCacheComponent, GeometryCollectionComponent, and BrushComponent This function offers minimal control over the copying. If more control is needed for Static Meshes, use CopyMeshFromStaticMesh.
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/SceneUtilityFunctions.h |
| Include Path | #include "GeometryScript/SceneUtilityFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|Scene", Meta=(ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| bTransformToWorld | if true, output mesh is in World space |
| LocalToWorld | local-to-world transform is returned here (whether mesh is in local or world space) |
UPARAM(DisplayName)
Description
Extract the Collision Geometry from FromObject and copy/approximate it with meshes stored in ToDynamicMesh. For Simple Collision, FromObject can be a StaticMesh Asset or any PrimitiveComponent For Complex Collision, FromObject can be a StaticMesh Asset, StaticMeshComponent, or DynamicMeshComponent
| Name | UPARAM |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/SceneUtilityFunctions.h |
| Include Path | #include "GeometryScript/SceneUtilityFunctions.h" |
UFUNCTION (BlueprintCallable, Category="GeometryScript|Scene", Meta=(ExpandEnumAsExecs="Outcome"))
static static UPARAM
(
DisplayName
)
Parameters
| Name | Remarks |
|---|---|
| bTransformToWorld | if true, output mesh is in World space |
| LocalToWorld | local-to-world transform is returned here (whether mesh is in local or world space) |
| bUseComplexCollision | if true, complex collision is extracted, otherwise Simple collision shapes are meshed |
| SphereResolution | determines tessellation density of sphere and capsule shapes |