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UPolygonSelectionMechanic implements the interaction for selecting a set of faces/vertices/edges from a FGroupTopology.
| Name | UPolygonSelectionMechanic |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/PolygonSelectionMechanic.h |
| Include Path | #include "Selection/PolygonSelectionMechanic.h" |
Syntax
UCLASS (MinimalAPI)
class UPolygonSelectionMechanic : public UMeshTopologySelectionMechanic
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInteractionMechanic → UMeshTopologySelectionMechanic → UPolygonSelectionMechanic
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Topology | const FGroupTopology * | TODO: Would be nice to get rid of this and write everything in terms of TopologySelector and TopologyProvider. | Selection/PolygonSelectionMechanic.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConvertSelectionToBorderVertices
(
bool bAsTriangleTopology |
Converts selection to a vertex/corner selection of just the boundary vertices/corners | Selection/PolygonSelectionMechanic.h | |
void FloodSelection() |
Expands selection to encompass connected components. | Selection/PolygonSelectionMechanic.h | |
void GetSelection_AsGroupTopology
(
UE::Geometry::FGeometrySelection& SelectionOut, |
Convert the Active Selection to a PolyGroup-topology FGeometrySelection, with optional CompactMaps | Selection/PolygonSelectionMechanic.h | |
void GetSelection_AsTriangleTopology
(
UE::Geometry::FGeometrySelection& SelectionOut, |
Convert the Active Selection to a Triangle-topology FGeometrySelection, with optional CompactMaps | Selection/PolygonSelectionMechanic.h | |
void GrowSelection
(
bool bAsTriangleTopology |
Expands selection at the borders. | Selection/PolygonSelectionMechanic.h | |
void Initialize
(
UDynamicMeshComponent* MeshComponent, |
Selection/PolygonSelectionMechanic.h | ||
void Initialize
(
const FDynamicMesh3* Mesh, |
Selection/PolygonSelectionMechanic.h | ||
void SetSelection_AsGroupTopology
(
const UE::Geometry::FGeometrySelection& Selection |
Initialize the Active Selection based on the provided PolyGroup-topology FGeometrySelection | Selection/PolygonSelectionMechanic.h | |
void SetSelection_AsTriangleTopology
(
const UE::Geometry::FGeometrySelection& Selection |
Initialize the Active Selection based on the provided Triangle-topology FGeometrySelection | Selection/PolygonSelectionMechanic.h | |
void ShrinkSelection
(
bool bAsTriangleTopology |
Shrinks selection at the borders. | Selection/PolygonSelectionMechanic.h |
Overridden from UMeshTopologySelectionMechanic
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool UpdateHighlight
(
const FRay& WorldRay |
UMeshTopologySelectionMechanic. | Selection/PolygonSelectionMechanic.h | |
virtual bool UpdateSelection
(
const FRay& WorldRay, |
Selection API Intersect the ray with the mesh and update the selection based on the hit element, modifier states, etc | Selection/PolygonSelectionMechanic.h |