Navigation
Unreal Engine C++ API Reference > Plugins > ModelingOperators > CompositionOps
Inheritance Hierarchy
- FDynamicMeshOperator
- FCurveSweepOp
References
Module | ModelingOperators |
Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingOperators/Public/CompositionOps/CurveSweepOp.h |
Include | #include "CompositionOps/CurveSweepOp.h" |
Syntax
class FCurveSweepOp : public UE::Geometry::FDynamicMeshOperator
Remarks
Operation for sweeping a profile curve along a sweep curve to create a mesh.
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
bool | bProfileCurveIsClosed | If true, the last profile curve point will be considered connected to the first. |
![]() |
bool | bSharpNormals | Whether adjacent triangles should share averaged normals or have their own (to give sharpness) |
![]() |
bool | bSweepCurveIsClosed | If true, the last sweep point will be considered connected to the first. |
![]() |
bool | bUVScaleRelativeWorld | If true, UVs are scaled to keep a consistent scale across differently sized geometry. |
![]() |
bool | bUVsSkipFullyWeldedEdges | Whether fully welded edges (welded vertex to welded vertex) in the profile curve should affect the UV layout, since such edges don't generate triangles. |
![]() |
ECapFillMode | CapFillMode | What kind of cap to create. |
![]() |
double | DiagonalTolerance | When QuadSplitMode is ShortestDiagonal, biases one of the diagonals so that symmetric quads are split uniformly. |
![]() |
EProfileSweepPolygonGrouping | PolygonGroupingMode | |
![]() |
TArray< FVector3d > | ProfileCurve | Inputs. |
![]() |
TSet< int32 > | ProfileVerticesToWeld | |
![]() |
EProfileSweepQuadSplit | QuadSplitMode | |
![]() |
double | SharpNormalAngleTolerance | When using sharp normals, the degree difference that adjacent triangles can have in their normals for them to be considered "coplanar" and therefore share normals. |
![]() |
TArray< FFrame3d > | SweepCurve | |
![]() |
double | UnitUVInWorldCoordinates | When bUVScaleRelativeWorld is true, the size in world coordinates of 1 UV coordinate. |
![]() |
FVector2d | UVOffset | These values will be added to the generated UV's after applying UVScale. |
![]() |
FVector2d | UVScale | Generated UV's will be multiplied by these values. |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
Overridden from FDynamicMeshOperator
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | CalculateResult
(
FProgressCancel* Progress |
FDynamicMeshOperator implementation |
Enums
Type | Name | Description | |
---|---|---|---|
![]() |
ECapFillMode |