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API > API/Plugins > API/Plugins/ModelingComponents
| Name | UMeshTopologySelectionMechanicProperties |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/MeshTopologySelectionMechanic.h |
| Include Path | #include "Selection/MeshTopologySelectionMechanic.h" |
Syntax
UCLASS (MinimalAPI)
class UMeshTopologySelectionMechanicProperties : public UInteractiveToolPropertySet
Inheritance Hierarchy
- FWatchablePropertySet → UInteractiveToolPropertySet → UMeshTopologySelectionMechanicProperties
- UObjectBase → UObjectBaseUtility → UObject → UInteractiveToolPropertySet → UMeshTopologySelectionMechanicProperties
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanSelectEdges | bool | Selection/MeshTopologySelectionMechanic.h | ||
| bCanSelectFaces | bool | Selection/MeshTopologySelectionMechanic.h | ||
| bCanSelectVertices | bool | Whether to enable the different selection modes (in the detail customization) | Selection/MeshTopologySelectionMechanic.h | |
| bDisplayPolygroupReliantControls | bool | Used to avoid showing some of the selection filter buttons in triedit (in the detail customization) | Selection/MeshTopologySelectionMechanic.h | |
| bEnableMarquee | bool | Selection/MeshTopologySelectionMechanic.h |
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| bHitBackFaces | bool | When set, faces that face away from the camera are ignored in selection and occlusion. | Selection/MeshTopologySelectionMechanic.h |
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| bIgnoreOcclusion | bool | Do not check whether the closest element is occluded from the current view. | Selection/MeshTopologySelectionMechanic.h |
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| bMarqueeIgnoreOcclusion | bool | Determines whether vertices should be checked for occlusion in marquee select (Note: marquee select currently only works with edges and vertices) | Selection/MeshTopologySelectionMechanic.h |
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| bPreferProjectedElement | bool | The following were originally in their own category, all marked as AdvancedDisplay. | Selection/MeshTopologySelectionMechanic.h |
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| bSelectDownRay | bool | If the closest element is valid, select other elements behind it that are aligned with it. | Selection/MeshTopologySelectionMechanic.h |
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| bSelectEdgeLoops | bool | When true, will select edge loops. | Selection/MeshTopologySelectionMechanic.h |
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| bSelectEdgeRings | bool | When set, will select rings of edges that are opposite each other across a quad face. | Selection/MeshTopologySelectionMechanic.h |
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| bSelectEdges | bool | Selection/MeshTopologySelectionMechanic.h |
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| bSelectFaces | bool | Selection/MeshTopologySelectionMechanic.h |
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| bSelectVertices | bool | Selection/MeshTopologySelectionMechanic.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Initialize
(
UMeshTopologySelectionMechanic* MechanicIn |
Selection/MeshTopologySelectionMechanic.h | ||
void InvertSelection () |
Invert current selection. | Selection/MeshTopologySelectionMechanic.h |
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void SelectAll() |
Select all elements. Depends on selection filter, where vertices are preferred to edges to faces. | Selection/MeshTopologySelectionMechanic.h |
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