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API > API/Plugins > API/Plugins/MeshModelingToolsExp
| Name | UMeshSelectionEditActions |
| Type | class |
| Header File | /Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/MeshSelectionTool.h |
| Include Path | #include "MeshSelectionTool.h" |
Syntax
UCLASS (MinimalAPI)
class UMeshSelectionEditActions : public UMeshSelectionToolActionPropertySet
Inheritance Hierarchy
- FWatchablePropertySet → UInteractiveToolPropertySet → UMeshSelectionToolActionPropertySet → UMeshSelectionEditActions
- UObjectBase → UObjectBaseUtility → UObject → UInteractiveToolPropertySet → UMeshSelectionToolActionPropertySet → UMeshSelectionEditActions
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
Clear the active triangle selection | MeshSelectionTool.h |
|
void ExpandToMaterials() |
Expand the selection to include all triangles with Materials matching the Materials on the currently selected triangles | MeshSelectionTool.h |
|
void FloodFill() |
Grow the active selection to include any triangle connected via shared edges (ie flood-fill) | MeshSelectionTool.h |
|
void Grow() |
Grow the active triangle selection to include any triangles touching a vertex on the selection boundary | MeshSelectionTool.h |
|
void Invert() |
Invert the active triangle selection | MeshSelectionTool.h |
|
void LargestAreaPart() |
Select the largest connected mesh component by mesh area | MeshSelectionTool.h |
|
void LargestTriCountPart() |
Select the largest connected mesh component by triangle count | MeshSelectionTool.h |
|
void OptimizeBorder() |
Optimize the selection border by removing "fin" triangles and including "ear" triangles | MeshSelectionTool.h |
|
void SelectAll() |
Select all triangles in the mesh | MeshSelectionTool.h |
|
void Shrink() |
Shrink the active triangle selection by removing any triangles touching a vertex on the selection boundary | MeshSelectionTool.h |
|