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API > API/Plugins > API/Plugins/ModelingComponents > API/Plugins/ModelingComponents/Mechanics > API/Plugins/ModelingComponents/Mechanics/FDragAlignmentBase
References
| Module | ModelingComponents |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Mechanics/DragAlignmentMechanic.h |
| Include | #include "Mechanics/DragAlignmentMechanic.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Mechanics/DragAlignmentMechanic.cpp |
void InitializeDeformedMeshRayCast
&40;
TFunction< UE::Geometry::FDynamicMeshAABBTree3 &42;()> GetSpatialIn,
const FTransform3d & TargetTransform,
const UE::Geometry::FGroupTopologyDeformer &42; LinearDeformer
&41;
Remarks
Optional- allows the use of the mechanic in mesh deformation. Specifically, alignment will attempt to align to the dynamic mesh underlying the given FDynamicMeshAABBTree3, and ignore deformed triangles when the gizmo is moved. This works with only one deformed mesh, so it probably wouldn't be used with multiple gizmos.