Navigation
| Name | ModelingComponents |
| Type | Runtime |
| Part of Plugins | Mesh Modeling Toolset |
| Location | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/ |
| Module Build Rules | ModelingComponents.Build.cs |
Classes
| Name | Remarks |
|---|---|
| APreviewGeometryActor | An actor suitable for attaching components used to draw preview elements, such as LineSetComponent and TriangleSetComponent. |
| APreviewMeshActor | UPreviewMesh internally spawns a APreviewMeshActor to hold the preview mesh object. |
| FBaseDynamicMeshSelector | FBaseDynamicMeshSelector is an implementation of IGeometrySelector for a UDynamicMesh. |
| FBasePositionSnapSolver3 | FBasePositionSnapSolver3 is a base class for 3D position snapping implementations. |
| FBasicDynamicMeshSelectionTransformer | BasicDynamicMeshSelectionTransformer is a basic Transformer implementation that can be used with a FBaseDynamicMeshSelector. |
| FBoundaryEdgeSpanSelector | MeshTopologySelector for selecting edge spans similar to FBoundarySelector but operating on spans instead of loops |
| FBoundarySelector | This class allows selection of mesh boundary loops. |
| FBoundaryTopologyProvider | |
| FCubeGrid | Class representing an adjustable and resizable power-of-two grid in which faces can be selected. |
| FCurveControlPointsMechanicInsertionChange | |
| FCurveControlPointsMechanicModeChange | |
| FCurveControlPointsMechanicMovementChange | |
| FCurveControlPointsMechanicSelectionChange | |
| FDragAlignmentBase | FDragAlignmentBase is a base class for shared functionality of UDragAlignmentMechanic and UDragAlignmentInteraction. |
| FDynamicMeshComponentSelectorFactory | FDynamicMeshComponentSelectorFactory constructs FDynamicMeshSelector instances for UDynamicMeshComponents |
| FDynamicMeshGroupEdit | FDynamicMeshGroupEdit stores a modification of polygroup IDs on a set of triangles |
| FDynamicMeshGroupEditBuilder | FDynamicMeshGroupEditBuilder builds up a FDynamicMeshGroupEdit incrementally. |
| FDynamicMeshPolygroupTransformer | IGeometrySelectionTransformer for Dynamic Mesh Polygroups, that does various types of soft deformation. |
| FDynamicMeshSelector | FDynamicMeshSelector is an implementation of FBaseDynamicMeshSelector meant to be used with UDynamicMeshComponents. |
| FGeometrySelectionDeltaChange | FGeometrySelectionDeltaChange stores a Remove-then-Add change in a FGeometrySelection. |
| FGeometrySelectionReplaceChange | FGeometrySelectionReplaceChange stores a full replacement of a FGeometrySelection, ie full copies of the selection set before and after the change |
| FGroupTopologyProvider | TopologyProvider using FGroupTopology |
| FGroupTopologySelector | FGroupTopologySelector is a MeshTopologySelector subclass using an FGroupTopology to define groups, edges, and vertices |
| FLatticeControlPointsMechanicMovementChange | Control points have moved. |
| FLatticeControlPointsMechanicSelectionChange | Control point selection has changed. |
| FLongTransactionTracker | A simple manager class to track transactions that will be open for a duration of time, e.g. during a mouse drag, within a single tool or mechanic. |
| FMeshEdgesFromTriangleSubIndices | Helper class that can store a list of edges as pairs of triangle IDs and {0,1,2} indices into the triangle edge triplet, because regular FDynamicMesh edge IDs may not stay the same across some mesh operations that preserve the vertex/triangle ID topology. |
| FMeshPolygroupChange | FMeshPolygroupChange stores a change to Polygroup IDs on a set of triangles, as a FDynamicMeshGroupEdit. |
| FMeshSceneAdapter | FMeshSceneAdapter creates an internal representation of an Actor/Component/Asset hierarchy, so that a minimal set of Mesh data structures can be constructed for the unique Meshes (generally Assets). |
| FMeshSelectionChange | FMeshSelectionChange represents an reversible change to a UMeshSelectionSet |
| FMeshSelectionChangeBuilder | FMeshSelectionChangeBuilder can be used to construct a FMeshSelectionChange. |
| FMeshTopologySelectionMechanicSelectionChange | |
| FMeshTopologySelector | FMeshTopologySelector implements selection behavior for a subset of mesh elements. |
| FModelingComponentsModule | |
| FPhysicsDataCollection | FPhysicsDataCollection holds onto physics-system data that is needed for various interactive tools and algorithms. |
| FPointPlanarSnapSolver | FPointPlanarSnapSolver solves for a Point snap location on a plane, based on an input Point and a set of target points and lines in the plane. |
| FQuickAxisRotator | |
| FQuickAxisTranslater | FQuickAxisTranslater implements the underpinnings for "quick" axis transformations, ie axis-gizmo-like behavior without having to explicitly click on an axis. |
| FQuickTransformer | |
| FRaySpatialSnapSolver | FRaySpatialSnapSolver solves for a Point snap location based on an input Ray and a set of snap targets (3D points and 3D lines). |
| FRenderCaptureOcclusionHandler | |
| FSceneCapturePhotoSet | FSceneCapturePhotoSet creates a set of render captures for a given World and set of Actors, stored as a SpatialPhotoSet for each desired render buffer type. |
| FSceneCapturePhotoSetSampler | |
| FSceneGeometrySpatialCache | |
| FSelectClickedAction | BehaviorTarget to do world raycast selection from a click Currently used to click-select reference planes in the world |
| FSpaceCurveDeformationMechanicMovementChange | |
| FSpaceCurveDeformationMechanicSelectionChange | |
| FSpaceCurveSource | |
| FTexture2DBuilder | Texture2DBuilder is a utility class for creating/modifying various types of UTexture2D. |
| FTopologyProvider | FTopologyProvider provides selectable edge/group/corner information for FMeshTopologySelector to use. |
| FTransformGizmoDataBinder | Helper class for binding a UCombinedTransformGizmo to several FVector3d's such that they are updated when the gizmo is changed, and the gizmo is updated from the vectors if the approriate function is called. |
| FWorldRenderCapture | FWorldRenderCapture captures a rendering of a set of Actors in a World from a specific viewpoint. |
| TCustomIndexedValuesChange | TCustomIndexedValuesChange is an implementation of TIndexedValuesChange that allows you to provide the Apply() And Revert() implementations via lambdas, as well as specify a custom data element to be stored with the Change. |
| TGenericDataBackgroundCompute | TGenericDataBackgroundCompute is an infrastructure object that implements a common UI pattern in interactive 3D tools, where we want to run an expensive parameterized computation (via a TGenericDataOperator) in a background thread so as to not block the UI. |
| TIndexedValuesChange | TIndexedValuesChange stores a change of values at a set of indices. |
| TIndexedValuesChangeBuilder | TIndexedValuesChangeBuilder incrementally builds up a TIndexedValuesChange instance/subclass. |
| TSimpleValueLambdaChange | TSimpleValueLambdaChange is a generic FToolCommandChange that swaps between two (template-type) Values. |
| TValueWatcher | TValueWatcher is used to implement a common Tool pattern where it is necessary to essentially poll a value to see if it has changed, and if it has, call a function. |
| UBaseCreateFromSelectedCollisionProperties | |
| UBaseCreateFromSelectedHandleSourceProperties | |
| UBaseCreateFromSelectedTool | UBaseCreateFromSelectedTool is a base Tool (must be subclassed) that provides support for common functionality in tools that create a new mesh from a selection of one or more existing meshes |
| UBaseCreateFromSelectedToolBuilder | ToolBuilder for UBaseCreateFromSelectedTool |
| UBaseMeshProcessingTool | UBaseMeshProcessingTool is a base Tool (ie has no functionality of it's own and must be subclassed) that provides the following structure: |
| UBaseMeshProcessingToolBuilder | ToolBuilder for UBaseMeshProcessingTool |
| UBaseVoxelTool | Base for Voxel tools |
| UBoundarySelectionMechanic | |
| UCollectSurfacePathMechanic | |
| UCollisionPrimitivesMechanic | |
| UConstructionPlaneMechanic | UConstructionPlaneMechanic implements an interaction in which a 3D plane can be positioned using the standard 3D Gizmo, or placed at hit-locations in the existing scene. |
| UCreateMeshObjectTypeProperties | UCreateMeshObjectTypeProperties is a InteractiveTool PropertySet used to select what type of object to create, in creation tools (ie StaticMesh, Volume, etc). |
| UCurveControlPointsMechanic | A mechanic for displaying a sequence of control points and moving them about. |
| UDEPRECATED_PolygonSelectionMechanicProperties | DEPRECATED: Use UMeshTopologySelectionMechanicProperties. |
| UDragAlignmentInteraction | Interaction that can be added to (potentially multiple) UCombinedTransformGizmo object to allow them to snap to scene geometry in rotation and translation. |
| UDragAlignmentMechanic | Mechanic that can be added to (potentially multiple) UCombinedTransformGizmo object to allow them to snap to scene geometry in rotation and translation when the Ctrl key is pressed. |
| UDynamicMeshCommitter | |
| UDynamicMeshProvider | |
| UDynamicMeshReplacementChangeTarget | Bare bones wrapper of FDynamicMesh3 that supports MeshReplacementChange-based updates. |
| UGeometrySelectionEditCommand | UGeometrySelectionEditCommand is a command that edits geometry based on a selection. |
| UGeometrySelectionEditCommandArguments | Arguments for a UGeometrySelectionEditCommand |
| UGeometrySelectionEditCommandResult | |
| UGeometrySelectionManager | UGeometrySelectionManager provides the infrastructure for "Element Selection", ie geometric sub-elements of some geometry object like a Triangle Mesh. |
| UGeometrySelectionVisualizationProperties | |
| UInteractiveToolActivity | A tool activity is a sort of "sub-tool" used to break apart functionality in tools that provide support for different multi-interaction subtasks. |
| ULatticeControlPointsMechanic | |
| ULatticeStateStorage | |
| ULineSetComponent | |
| UMeshElementsVisualizer | UMeshElementsVisualizer is a subclass of UPreviewGeometry that displays mesh elements. |
| UMeshElementsVisualizerProperties | Visualization settings UMeshElementsVisualizer |
| UMeshOpPreviewWithBackgroundCompute | UMeshOpPreviewWithBackgroundCompute is an infrastructure object that implements a common UI pattern in interactive 3D tools, where we want to run an expensive computation on a mesh that is based on user-specified parameters, and show a preview of the result. |
| UMeshSculptLayersManager | |
| UMeshSurfacePointMeshEditingToolBuilder | Base tool builder class for UMeshSurfacePointTools with mesh editing requirements. |
| UMeshTopologySelectionMechanic | Base class mechanic for selecting a subset of mesh elements (edge loops, groups, corners, etc.) Internally it relies on an FMeshTopologySelector to define which type of mesh topology is selectable. |
| UMeshTopologySelectionMechanicProperties | |
| UMeshWireframeComponent | UMeshWireframeComponent draws a mesh wireframe as lines, with line color/thickness varying depending on line type and the configuration settings. |
| UModelingComponentsEditorSettings | Editor preferences for the Modeling Components plug-in. |
| UModelingComponentsSettings | Settings for the Modeling Components plug-in. |
| UModelingObjectsCreationAPI | UModelingObjectsCreationAPI is a base interface for functions that can be used to create various types of objects from Modeling Tools, or other sources. |
| UModelingSceneSnappingManager | UModelingSceneSnappingManager is an implementation of snapping suitable for use in Modeling Tools/Gizmos (and potentially other places). |
| UModelingToolExternalDynamicMeshUpdateAPI | UInterface for IModelingToolExternalDynamicMeshUpdateAPI. |
| UMultiSelectionMeshEditingTool | Multi Selection Mesh Editing tool base class. |
| UMultiSelectionMeshEditingToolBuilder | UMultiSelectionMeshEditingToolBuilder is a base tool builder for multi selection tools that define a common set of ToolTarget interfaces required for editing meshes. |
| UMultiTargetWithSelectionTool | Multi Target with Selection tool base class. |
| UMultiTargetWithSelectionToolBuilder | UMultiTargetWithSelectionToolBuilder is a base tool builder for multi selection tools with selections. |
| UMultiTransformer | UMultiTransformer abstracts both a default TRS Gizmo, and the "Quick" translate/rotate Gizmos. |
| UOctreeDynamicMeshComponent | UOctreeDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent, except it bases the renderable geometry off an internal FDynamicMesh3 instance. |
| UOnAcceptHandleSourcesProperties | Specialization for property settings for tools that create a new actor and need to decide what to do with multiple input objects. |
| UOnAcceptHandleSourcesPropertiesBase | Base class for property settings for tools that create a new actor and need to decide what to do with the input objects. |
| UOnAcceptHandleSourcesPropertiesSingle | Specialization for property settings for tools that create a new actor and need to decide what to do with a single input object. |
| UPersistentDynamicMeshSource | |
| UPlaneDistanceFromHitMechanic | UPlaneDistanceFromHitMechanic implements an interaction where a Height/Distance from a plane is defined by intersecting a ray with a target mesh, and then using that hit point to define the distance. |
| UPointSetComponent | UPointSetComponent is a Component that draws a set of points, as small squares. |
| UPolyEditPreviewMesh | UPolyEditPreviewMesh is a variant of UPreviewMesh intended for use as a 'live preview' of a mesh creation/editing operation. |
| UPolygonSelectionMechanic | UPolygonSelectionMechanic implements the interaction for selecting a set of faces/vertices/edges from a FGroupTopology. |
| UPolygroupLayersProperties | Basic Tool Property Set that allows for selecting from a list of FNames (that we assume are Polygroup Layers) |
| UPolyLassoMarqueeMechanic | Mechanic for a PolyLasso "marquee" selection. |
| UPreviewGeometry | UPreviewGeometry creates and manages an APreviewGeometryActor and a set of preview geometry Components. |
| UPreviewMesh | UPreviewMesh is a utility object that spawns and owns a transient mesh object in the World. |
| URectangleMarqueeInteraction | URectangleMarqueeInteraction is a simplified version of URectangleMarqueeMechanic that is not a UInteractionMechanic, which requires a base Tool/ToolManager. |
| URectangleMarqueeMechanic | Mechanic for a rectangle "marquee" selection. |
| USingleSelectionMeshEditingTool | Single Selection Mesh Editing tool base class. |
| USingleSelectionMeshEditingToolBuilder | USingleSelectionMeshEditingToolBuilder is a base tool builder for single selection tools that define a common set of ToolTarget interfaces required for editing meshes. |
| USingleTargetWithSelectionTool | |
| USingleTargetWithSelectionToolBuilder | |
| USpaceCurveDeformationMechanic | |
| USpaceCurveDeformationMechanicPropertySet | |
| USpatialCurveDistanceMechanic | |
| UToolActivityHost | |
| UToolHostCustomizationAPI | |
| UTransformInputsToolProperties | Properties of UI to adjust input meshes |
| UTriangleSetComponent | A component for rendering an arbitrary assortment of triangles. |
| UUVLayoutPreview | UUVLayoutPreview is a utility object that creates and manages a 3D plane on which a UV layout for a 3D mesh is rendered. |
| UUVLayoutPreviewProperties | Visualization settings for UV layout preview |
| UVolumetricBrushStampIndicator | UVolumetricBrushStampIndicator is a simple 3D brush indicator that can be volumetric |
| UVolumetricBrushStampIndicatorBuilder | |
| UVoxelProperties | |
| UWeightMapSetProperties | Basic Tool Property Set that allows for selecting from a list of FNames (that we assume are Weight Maps) |
Structs
| Name | Remarks |
|---|---|
| FActorAdapter | FActorAdapter is used by FMeshSceneAdapter to represent all the child info for an AActor. |
| FActorChildMesh | FActorChildMesh represents a 3D Mesh attached to an Actor. |
| FCameraPolyLasso | Struct containing: |
| FCameraRectangle | Struct containing: |
| FComponentCollisionSettings | Component/BodySetup collision settings (eg StaticMeshComponent) we might need to pass through the functions below |
| FCreateActorParams | FCreateActorParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateNewActor(). |
| FCreateActorResult | FCreateActorResult is returned by UModelingObjectsCreationAPI::FCreateActorParams() to indicate success/failure and provide information about created actors |
| FCreateComponentParams | FCreateComponentParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateNewComponentOnActor(). |
| FCreateComponentResult | FCreateComponentResult is returned by UModelingObjectsCreationAPI::CreateNewComponentOnActor() to indicate success/failure and provide information about created components |
| FCreateMaterialObjectParams | FCreateMaterialObjectParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateMaterialObject(). |
| FCreateMaterialObjectResult | FCreateMaterialObjectResult is returned by UModelingObjectsCreationAPI::CreateMaterialObject() to indicate success/failure and provide information about created texture objects |
| FCreateMeshObjectParams | FCreateMeshObjectParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateMeshObject(). |
| FCreateMeshObjectResult | FCreateMeshObjectResult is returned by UModelingObjectsCreationAPI::CreateMeshObject() to indicate success/failure and provide information about created mesh objects |
| FCreateTextureObjectParams | FCreateTextureObjectParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateTextureObject(). |
| FCreateTextureObjectResult | FCreateTextureObjectResult is returned by UModelingObjectsCreationAPI::CreateTextureObject() to indicate success/failure and provide information about created texture objects |
| FDrawSplineSettings | Used for DrawSpline() |
| FDynamicMeshOpResult | FDynamicMeshOpResult is a container for a computed Mesh and Transform |
| FFindSceneSnapPointParams | |
| FGeometryCacheToDynamicMeshOptions | |
| FGeometryIdentifier | FGeometryIdentifier is used to represent a specific Geometry-containing object. |
| FGeometrySelectionHandle | FGeometrySelectionHandle stores a Selection and an Identifier for the geometry object that the Selection is defined relative to |
| FGroupTopologyUtils | Additional functionality for operating on FGroupTopology |
| FMeshElementSelectionParams | |
| FMeshSceneAdapterBuildOptions | Configuration for FMeshSceneAdapter::Build() |
| FMeshSceneRayHit | FMeshSceneRayHit is returned by various ray-intersection functions below |
| FMeshTypeContainer | FMeshTypeContainer is a wrapper for an object that contains a unique Mesh of some kind, which is used by an FActorChildMesh to represent that unique mesh. |
| FModelingToolsAxisFilter | |
| FModelingToolsColorChannelFilter | |
| FRenderableLine | |
| FRenderablePoint | |
| FRenderableTriangle | |
| FRenderableTriangleVertex | |
| FRenderCaptureConfig | |
| FRenderCaptureCoordinateConverter2D | Render capture images use the render target coordinate system, which is defined such that: |
| FRenderCaptureTextures | |
| FRenderCaptureTypeFlags | FRenderCaptureTypeFlags is a set of per-capture-type booleans |
| FSceneCaptureConfig | |
| FSceneGeometryID | |
| FSceneGeometryPoint | |
| FSelectionRenderHelper | |
| FSimpleCollisionToMeshAttributeSettings | Settings to define how attributes such as UVs and normals are set when converting simple collision shapes to dynamic meshes. |
| FSimpleCollisionTriangulationSettings | Settings to define how simple collision shapes are triangulated. |
| FSnapGeometry | FSnapGeometry stores information about geometry data of a snap, which we might use for highlights/etc |
| FStaticMeshBuildSettingChange | Set of changes to apply to StaticMesh Build Settings |
| FStaticMeshConversionOptions | Options for converting Static Mesh assets. |
| FStaticMeshLODMaterialSetInfo | Information about the materials assigned to a StaticMesh LOD. |
| FStaticMeshMaterialSlot | Information about a mesh material slot (eg a FStaticMaterial) |
| FToMeshOptions | General options for converting/extracting a mesh from an asset or scene component Options may be ignored where not applicable (for example if the source type does not have LODs) |
| FVolumeToMeshOptions | |
| TRenderCaptureTypeData |
Interfaces
| Name | Remarks |
|---|---|
| IDynamicMeshCommitter | |
| IDynamicMeshProvider | |
| IGeometrySelectionChange | Base interface intended to be implemented by FToolCommandChange subclasses that represent changes to a FGeometrySelection. |
| IGeometrySelectionTransformer | IGeometrySelectionTransformer is a transient object that is created by an IGeometrySelector to provide external code with a way to manipulate/transform an active Selection. |
| IGeometrySelector | IGeometrySelector is a base API definition for, roughly, "an object that knows how to |
| IGeometrySelectorFactory | Factory for a specific type of IGeometrySelector |
| ILatticeStateStorage | |
| IMeshSculptLayersManager | API to provide control over mesh sculpt layer support. |
| IMeshSpatialWrapper | Abstract interface to a spatial data structure for a mesh |
| IMeshWireframeSource | IMeshWireframeSource is an abstract interface to a class that provides a set of edges. |
| IMeshWireframeSourceProvider | IMeshWireframeSourceProvider is an abstract interface to some implementation that can provide an IMeshWireframeSource implementation on demand. |
| IModelingToolExternalDynamicMeshUpdateAPI | Provides an API to allow external methods to update the mesh or meshes managed by a tool |
| IPersistentDynamicMeshSource | |
| ISceneGeometrySpatial | |
| IToolActivityHost | |
| IToolHostCustomizationAPI | An API (to be stored as a context object) that would allow tools to customize aspects of their hosts' appearance. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FBackgroundDynamicMeshComputeSource | UE::Geometry::TBackgroundModelingComputeSource< UE::Geometry::FDynamicMeshOperator, UE::Geometry::IDynamicMeshOperatorFactory > | FBackgroundDynamicMeshComputeSource is an instantiation of the TBackgroundModelingComputeSource template for FDynamicMeshOperator / IDynamicMeshOperatorFactory | MeshOpPreviewHelpers.h |
Enums
Public
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EdgeIDs | TArray< UE::Geometry::FIndex2i > | Selected edges, represented as index pairs because for many selections, using a pair of vertices defining/on the edge is more reliable (due to unstable edge IDs) | Selection/PersistentMeshSelection.h | |
| FaceIDs | TArray< int32 > | Selected triangles/faces/regions | Selection/PersistentMeshSelection.h | |
| RenderEdges | TArray< UE::Geometry::FSegment3d > | Set of 3D lines representing selection (in world space) | Selection/PersistentMeshSelection.h | |
| RenderVertices | TArray< FVector3d > | Set of 3D points representing selection (in world space) | Selection/PersistentMeshSelection.h | |
| SourceComponent | UPrimitiveComponent * | Component this selection applies to (eg that owns mesh, etc) | Selection/PersistentMeshSelection.h | |
| TopologyType | ETopologyType | Selection type | Selection/PersistentMeshSelection.h | |
| VertexIDs | TArray< int32 > | Selected vertices or "corners" (eg of polygroup topology) | Selection/PersistentMeshSelection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< int32 > & GetGroupIDs() |
Selection/PersistentMeshSelection.h | ||
bool HasRenderableLines() |
Selection/PersistentMeshSelection.h | ||
bool IsEmpty() |
Selection/PersistentMeshSelection.h | ||
void MeshDebugDraw::DrawHierarchicalGrid
(
double BaseGridScale, |
Draw a zoomable, hierarchical grid with configurable depth and density terms | Drawing/MeshDebugDrawing.h | |
void MeshDebugDraw::DrawNormals
(
const FDynamicMeshNormalOverlay* Overlay, |
Draw normals of mesh overlay as lines | Drawing/MeshDebugDrawing.h | |
void MeshDebugDraw::DrawSimpleFixedScreenAreaGrid
(
const FViewCameraState& CameraState, |
Draw a basic 2D grid with a given number of lines that covers roughly a constant area of the screen | Drawing/MeshDebugDrawing.h | |
void MeshDebugDraw::DrawSimpleGrid
(
const FFrame3d& LocalFrame, |
Draw a basic 2D grid with a number of lines at given spacing | Drawing/MeshDebugDrawing.h | |
void MeshDebugDraw::DrawTriCentroids
(
const FDynamicMesh3* Mesh, |
Draw mesh triangle centroids as points | Drawing/MeshDebugDrawing.h | |
void MeshDebugDraw::DrawVertices
(
const FDynamicMesh3* Mesh, |
Draw vertices of mesh as points | Drawing/MeshDebugDrawing.h | |
void MeshDebugDraw::DrawVertices
(
const FDynamicMesh3* Mesh, |
Drawing/MeshDebugDrawing.h | ||
bool operator!
(
EEnumerateRenderCachesDirtyFlags E |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags operator&
(
EEnumerateRenderCachesDirtyFlags Lhs, |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags & operator&=
(
EEnumerateRenderCachesDirtyFlags& Lhs, |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags operator^
(
EEnumerateRenderCachesDirtyFlags Lhs, |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags & operator^=
(
EEnumerateRenderCachesDirtyFlags& Lhs, |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags operator|
(
EEnumerateRenderCachesDirtyFlags Lhs, |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags & operator|=
(
EEnumerateRenderCachesDirtyFlags& Lhs, |
Selection/GeometrySelectionManager.h | ||
EEnumerateRenderCachesDirtyFlags operator~
(
EEnumerateRenderCachesDirtyFlags E |
Selection/GeometrySelectionManager.h | ||
bool operator==
(
const FGenericMeshSelection& Other |
Selection/PersistentMeshSelection.h | ||
double ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD
(
const UInteractiveTool* Tool, |
ToolSceneQueriesUtil.h | ||
double ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD
(
const FViewCameraState& CameraState, |
ToolSceneQueriesUtil.h | ||
double ToolSceneQueriesUtil::CalculateNormalizedViewVisualAngleD
(
const FViewCameraState& CameraState, |
ToolSceneQueriesUtil.h | ||
double ToolSceneQueriesUtil::CalculateViewVisualAngleD
(
const UInteractiveTool* Tool, |
ToolSceneQueriesUtil.h | ||
double ToolSceneQueriesUtil::CalculateViewVisualAngleD
(
const FViewCameraState& CameraState, |
ToolSceneQueriesUtil.h | ||
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
UWorld* World, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
USceneSnappingManager* SnappingManager, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
const UInteractiveTool* Tool, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
UWorld* World, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
const UInteractiveTool* Tool, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindSceneSnapPoint
(
FFindSceneSnapPointParams& Params |
Run a query against the scene to find the best SnapPointOut for the given Point | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindSceneSnapPoint
(
const UInteractiveTool* Tool, |
Run a query against the scene to find the best SnapPointOut for the given Point | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindWorldGridSnapPoint
(
const UInteractiveTool* Tool, |
Run a query against the scene to find the nearest WorldGrid snap point | ToolSceneQueriesUtil.h | |
double ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD() |
ToolSceneQueriesUtil.h | ||
bool ToolSceneQueriesUtil::IsPointVisible
(
const FViewCameraState& CameraState, |
ToolSceneQueriesUtil.h | ||
bool ToolSceneQueriesUtil::IsVisibleObjectHit
(
const FHitResult& HitResult |
ToolSceneQueriesUtil.h | ||
double ToolSceneQueriesUtil::PointSnapMetric
(
const FViewCameraState& CameraState, |
Get a measurement for testing whether two points can snap together, useful for choosing the best snap point among multiple options. | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::PointSnapQuery
(
const UInteractiveTool* Tool, |
Test if two points are close enough to snap together. | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::PointSnapQuery
(
const FViewCameraState& CameraState, |
Test if two points are close enough to snap together. | ToolSceneQueriesUtil.h | |
double ToolSceneQueriesUtil::SnapDistanceToWorldGridSize
(
const UInteractiveTool* Tool, |
Round the given distance to the nearest multiple of the world grid cell size | ToolSceneQueriesUtil.h | |
Please use the function of the same name which takes EEnumerateSelectionMapping flags instead bool ToolSelectionUtil::AccumulateSelectionElements
(
UE::Geometry::FGeometrySelectionElements& Elements, |
Prefer AccumulateSelectionElements with Flags parameter. | Selection/ToolSelectionUtil.h | |
bool ToolSelectionUtil::AccumulateSelectionElements
(
UE::Geometry::FGeometrySelectionElements& Elements, |
Add the geometry selection elements corresponding to the given Selection to Elements. | Selection/ToolSelectionUtil.h | |
void ToolSelectionUtil::DebugRender
(
IToolsContextRenderAPI* RenderAPI, |
Todo [nickolas.drake]: remove this function when no longer used by GeometrySelectionManager | Selection/ToolSelectionUtil.h | |
void ToolSelectionUtil::DebugRenderGeometrySelectionElements
(
IToolsContextRenderAPI* RenderAPI, |
Render the given Elements using FPrimitiveDrawInterface | Selection/ToolSelectionUtil.h | |
void ToolSelectionUtil::SetNewActorSelection
(
UInteractiveToolManager* ToolManager, |
Change the active selection to the given Actor, via given ToolManager. Replaces existing selection. | Selection/ToolSelectionUtil.h | |
void ToolSelectionUtil::SetNewActorSelection
(
UInteractiveToolManager* ToolManager, |
Change the active selection to the given Actors, via given ToolManager. | Selection/ToolSelectionUtil.h | |
void ToolSetupUtil::ApplyRenderingConfigurationToPreview
(
UBaseDynamicMeshComponent* Component, |
Rendering Configuration/Setup Functions These utility functions are used to configure rendering settings on Preview Meshes created internally by Modeling Tools. | ToolSetupUtil.h | |
void ToolSetupUtil::ApplyRenderingConfigurationToPreview
(
UPreviewMesh* PreviewMesh, |
ToolSetupUtil.h | ||
UCurveFloat * ToolSetupUtil::GetContrastAdjustmentCurve
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetCustomDepthOffsetMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetCustomDepthOffsetMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetCustomImageBasedSculptMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetCustomTwoSidedDepthOffsetMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetCustomTwoSidedDepthOffsetMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
| Get a Material to use with a square brush plane/ROI indicator that has an analytic falloff function combined w/ an alpha mask texture. | ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetDefaultBrushVolumeMaterial
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetDefaultEditVolumeMaterial() |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetDefaultErrorMaterial
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetDefaultLineComponentMaterial
(
UInteractiveToolManager* ToolManager, |
Gets a custom material suitable for use with ULineSetComponent. | ToolSetupUtil.h | |
| Get the default material for surfaces | ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetDefaultMaterial
(
UInteractiveToolManager* ToolManager, |
Get the default material to use for objects in an InteractiveTool. | ToolSetupUtil.h | |
UMaterialInterface * ToolSetupUtil::GetDefaultPointComponentMaterial
(
UInteractiveToolManager* ToolManager, |
Gets a custom material suitable for use with UPointSetComponent for square points. | ToolSetupUtil.h | |
UMaterialInterface * ToolSetupUtil::GetDefaultSculptMaterial
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetDefaultWorkingMaterial
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetDefaultWorkingMaterialInstance
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UE::Geometry::FFrame3d ToolSetupUtil::GetDefaultWorldReferenceFrame
(
UInteractiveToolManager* ToolManager, |
Use the current selection, if any, or otherwise the camera position to find a relevant reference frame for creating new objects. | ToolSetupUtil.h | |
UMaterialInterface * ToolSetupUtil::GetImageBasedSculptMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetRoundPointComponentMaterial
(
UInteractiveToolManager* ToolManager, |
Gets a custom material suitable for use with UPointSetComponent for round points. | ToolSetupUtil.h | |
UMaterialInterface * ToolSetupUtil::GetSelectionMaterial
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetSelectionMaterial
(
const FLinearColor& UseColor, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetSimpleCustomMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetSimpleCustomMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetTransparentSculptMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInstanceDynamic * ToolSetupUtil::GetUVCheckerboardMaterial
(
double CheckerDensity |
Get a black-and-white NxN checkerboard material | ToolSetupUtil.h | |
UMaterialInstanceDynamic * ToolSetupUtil::GetVertexColorMaterial
(
UInteractiveToolManager* ToolManager, |
ToolSetupUtil.h | ||
UMaterialInterface * ToolSetupUtil::GetVertexColorSculptMaterial
(
UInteractiveToolManager* ToolManager |
ToolSetupUtil.h | ||
bool UE::AssetUtils::ConvertToSingleChannel
(
UTexture2D* TextureMap |
Convert input UTexture2D to single-channel. | AssetUtils/Texture2DUtil.h | |
bool UE::AssetUtils::ForceVirtualTexturePrefetch
(
FImageDimensions ScreenSpaceDimensions, |
Issue requests to the render thread to force virtual textures to load for the given screen dimensions. | AssetUtils/Texture2DUtil.h | |
FName UE::AssetUtils::GenerateNewMaterialSlotName
(
const TArray< FStaticMaterial >& ExistingMaterials, |
Generate a new unique material slot name for the given SlotMaterial and NewSlotIndex, ensuring that the name is not already used in the set of ExistingMaterials | AssetUtils/StaticMeshMaterialUtil.h | |
bool UE::AssetUtils::GetStaticMeshLODAssetMaterials
(
UStaticMesh* StaticMeshAsset, |
Extract information about the material set for a given LODIndex of a StaticMeshAsset | AssetUtils/StaticMeshMaterialUtil.h | |
bool UE::AssetUtils::GetStaticMeshLODMaterialListBySection
(
UStaticMesh* StaticMeshAsset, |
Construct the linear per-section material list for a given LODIndex of a StaticMeshAsset | AssetUtils/StaticMeshMaterialUtil.h | |
bool UE::AssetUtils::ReadTexture
(
UTexture2D* TextureMap, |
Extract the Dimensions and image pixels from an input TextureMap By default, the "Source" texture data is read. | AssetUtils/Texture2DUtil.h | |
bool UE::AssetUtils::SaveDebugImage
(
const TArray< FColor >& Pixels, |
Save image stored in Pixels, of given Dimensions to |
AssetUtils/Texture2DUtil.h | |
bool UE::AssetUtils::SaveDebugImage
(
const FImageAdapter& Image, |
Save Image to |
AssetUtils/Texture2DUtil.h | |
bool UE::AssetUtils::SaveDebugImage
(
const TArray< FLinearColor >& Pixels, |
Save image stored in Pixels, of given Dimensions to |
AssetUtils/Texture2DUtil.h | |
void UE::Geometry::SplineUtil::DrawSpline
(
const USplineComponent& SplineComp, |
SplineUtil.h | ||
void UE::Geometry::SplineUtil::ProjectSplineToSurface
(
FInterpCurveVector& OutputSpline, |
Iteratively subdivide and project a spline so that it lies on the given surface. | SplineUtil.h | |
void UE::MeshDescription::ConfigureBuildSettings
(
UStaticMesh* StaticMesh, |
Utility function to apply build settings changes to a UStaticMesh | AssetUtils/MeshDescriptionUtil.h | |
void UE::MeshDescription::InitializeAutoGeneratedAttributes
(
FMeshDescription& Mesh, |
Utility functions to preprocess a MeshDescription so that it is suitable for use in Modeling Tools, ie with fully-populated autogen normals/tangents/etc. | AssetUtils/MeshDescriptionUtil.h | |
void UE::MeshDescription::InitializeAutoGeneratedAttributes
(
FMeshDescription& Mesh, |
Populate any auto-generated attributes of a FMeshDescription that are currently invalid (eg Normals/Tangents, which may be zero until calculated) | AssetUtils/MeshDescriptionUtil.h | |
void UE::MeshDescription::InitializeAutoGeneratedAttributes
(
FMeshDescription& Mesh, |
Populate any auto-generated attributes of a FMeshDescription that are currently invalid (eg Normals/Tangents, which may be zero until calculated) | AssetUtils/MeshDescriptionUtil.h | |
FCreateMaterialObjectResult UE::Modeling::CreateMaterialObject
(
UInteractiveToolManager* ToolManager, |
Create a new material object based on the data in CreateMaterialParams. | ModelingObjectsCreationAPI.h | |
FCreateMeshObjectResult UE::Modeling::CreateMeshObject
(
UInteractiveToolManager* ToolManager, |
Create a new mesh object based on the data in CreateMeshParams. | ModelingObjectsCreationAPI.h | |
FCreateActorResult UE::Modeling::CreateNewActor
(
UInteractiveToolManager* ToolManager, |
Create a new actor based on the data in CreateActorParams. | ModelingObjectsCreationAPI.h | |
FCreateComponentResult UE::Modeling::CreateNewComponentOnActor
(
UInteractiveToolManager* ToolManager, |
Create a new component on an actor based on the data in CreateComponentParams. | ModelingObjectsCreationAPI.h | |
FCreateTextureObjectResult UE::Modeling::CreateTextureObject
(
UInteractiveToolManager* ToolManager, |
Create a new texture object based on the data in CreateTexParams. | ModelingObjectsCreationAPI.h | |
FString UE::Modeling::GenerateRandomShortHexString
(
int32 NumChars |
Generate a N-letter GUID string that contains only hex digits, and contains at least one letter and one number. | ModelingObjectsCreationAPI.h | |
FString UE::Modeling::GetComponentAssetBaseName
(
UActorComponent* Component, |
Look up the name for the Asset underlying the given Component, if there is one. | ModelingObjectsCreationAPI.h | |
| Strip the appended auto-generated _UUID suffix on the given string, if we can detect one | ModelingObjectsCreationAPI.h | ||
bool UE::ToolTarget::ApplyIncrementalMeshEditChange
(
UToolTarget* Target, |
Apply an incremental mesh edit (MeshEditingFunc) to the ToolTarget. | ModelingToolTargetUtil.h | |
EDynamicMeshUpdateResult UE::ToolTarget::CommitDynamicMeshNormalsUpdate
(
UToolTarget* Target, |
Update the Normals/Tangents of the ToolTarget's mesh (assuming it has one) based on the provided UpdatedMesh. | ModelingToolTargetUtil.h | |
EDynamicMeshUpdateResult UE::ToolTarget::CommitDynamicMeshUpdate
(
UToolTarget* Target, |
Update the Mesh in a ToolTarget based on the provided DynamicMesh, and optional material set | ModelingToolTargetUtil.h | |
EDynamicMeshUpdateResult UE::ToolTarget::CommitDynamicMeshUVUpdate
(
UToolTarget* Target, |
Update the UV sets of the ToolTarget's mesh (assuming it has one) based on the provided UpdatedMesh. | ModelingToolTargetUtil.h | |
bool UE::ToolTarget::CommitMaterialSetUpdate
(
UToolTarget* Target, |
Update the material set of the Target | ModelingToolTargetUtil.h | |
EDynamicMeshUpdateResult UE::ToolTarget::CommitMeshDescriptionUpdate
(
UToolTarget* Target, |
Update the Mesh in a ToolTarget based on the provided MeshDescription, and optional material set | ModelingToolTargetUtil.h | |
EDynamicMeshUpdateResult UE::ToolTarget::CommitMeshDescriptionUpdate
(
UToolTarget* Target, |
Update the Mesh in a ToolTarget based on the provided MeshDescription, and optional material set | ModelingToolTargetUtil.h | |
EDynamicMeshUpdateResult UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh
(
UToolTarget* Target, |
Update the Mesh in a ToolTarget based on the provided MeshDescription, and optional material set | ModelingToolTargetUtil.h | |
bool UE::ToolTarget::ConfigureCreateMeshObjectParams
(
UToolTarget* SourceTarget, |
FCreateMeshObjectParams::TypeHint is used by the ModelingObjectsCreationAPI to suggest what type of mesh object to create inside various Tools. | ModelingToolTargetUtil.h | |
UE::Geometry::FDynamicMesh3 UE::ToolTarget::GetDynamicMeshCopy
(
UToolTarget* Target, |
Fetch a DynamicMesh3 representing the given ToolTarget. | ModelingToolTargetUtil.h | |
UE::Geometry::FDynamicMesh3 UE::ToolTarget::GetDynamicMeshCopy
(
UToolTarget* Target, |
Fetch a DynamicMesh3 representing the given ToolTarget. | ModelingToolTargetUtil.h | |
FMeshDescription UE::ToolTarget::GetEmptyMeshDescription
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
FString UE::ToolTarget::GetHumanReadableName
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
FTransform3d UE::ToolTarget::GetLocalToWorldTransform
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
FComponentMaterialSet UE::ToolTarget::GetMaterialSet
(
UToolTarget* Target, |
Fetch the Material Set on the object underlying a ToolTarget. | ModelingToolTargetUtil.h | |
const FMeshDescription * UE::ToolTarget::GetMeshDescription
(
UToolTarget* Target, |
ModelingToolTargetUtil.h | ||
FMeshDescription UE::ToolTarget::GetMeshDescriptionCopy
(
UToolTarget* Target, |
Return a copy of the MeshDescription underlying a ToolTarget | ModelingToolTargetUtil.h | |
TArray< EMeshLODIdentifier > UE::ToolTarget::GetMeshDescriptionLODs
(
UToolTarget* Target, |
ModelingToolTargetUtil.h | ||
UBodySetup * UE::ToolTarget::GetPhysicsBodySetup
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
IInterface_CollisionDataProvider * UE::ToolTarget::GetPhysicsCollisionDataProvider
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
USkeletalMesh * UE::ToolTarget::GetSkeletalMeshFromTargetIfAvailable
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
UStaticMesh * UE::ToolTarget::GetStaticMeshFromTargetIfAvailable
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
AActor * UE::ToolTarget::GetTargetActor
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
UPrimitiveComponent * UE::ToolTarget::GetTargetComponent
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
EMeshLODIdentifier UE::ToolTarget::GetTargetMeshDescriptionLOD
(
UToolTarget* Target, |
Return identifier for the mesh LOD that a ToolTarget represents, if defined for the given ToolTarget | ModelingToolTargetUtil.h | |
USceneComponent * UE::ToolTarget::GetTargetSceneComponent
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
int32 UE::ToolTarget::GetTriangleCount
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
bool UE::ToolTarget::HideSourceObject
(
UToolTarget* Target |
Hide the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget | ModelingToolTargetUtil.h | |
void UE::ToolTarget::Internal::CommitDynamicMeshViaIPersistentDynamicMeshSource
(
IPersistentDynamicMeshSource& DynamicMeshSource, |
Not intended for direct use by tools, just for use by tool target util functions and tool target implementations that may need to do this operation. | ModelingToolTargetUtil.h | |
void UE::ToolTarget::Internal::PostEditChangeWithConditionalUndo
(
UObject* Object |
Internal path for use by tool targets to invoke PostEditChange with conditional capture for undo transactions. | ModelingToolTargetUtil.h | |
void UE::ToolTarget::SafeDeleteActor
(
AActor* TargetActor |
Delete an AActor in the correct way for the editor, with a fallback for the non-editor case | ModelingToolTargetUtil.h | |
bool UE::ToolTarget::SetSourceObjectVisible
(
UToolTarget* Target, |
Show or Hide the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget | ModelingToolTargetUtil.h | |
bool UE::ToolTarget::ShowSourceObject
(
UToolTarget* Target |
Show the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget | ModelingToolTargetUtil.h | |
bool UE::ToolTarget::SupportsIncrementalMeshChanges
(
UToolTarget* Target |
ModelingToolTargetUtil.h | ||
void UE::WeightMaps::FindVertexWeightMaps
(
const FMeshDescription* Mesh, |
Find the set of per-vertex weight map attributes on a MeshDescription | WeightMapUtil.h | |
bool UE::WeightMaps::GetVertexWeightMap
(
const FMeshDescription* Mesh, |
Extract a per-vertex weight map from a MeshDescription If the attribute with the given name is not found, a WeightMap initialized with the default value is returned | WeightMapUtil.h |