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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FRenderingFacade
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddSurface
(
TArray< FVector3f >&& InVertices, |
Add a surface to the rendering view. | GeometryCollection/Facades/CollectionRenderingFacade.h | |
| Add a surface with UV layers, Material IDs and material paths to the rendering view. | GeometryCollection/Facades/CollectionRenderingFacade.h |
AddSurface(TArray< FVector3f > &&, TArray< FIntVector > &&, TArray< FVector3f > &&, TArray< FLinearColor > &&)
Description
Add a surface to the rendering view.
| Name | AddSurface |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/Facades/CollectionRenderingFacade.h |
| Include Path | #include "GeometryCollection/Facades/CollectionRenderingFacade.h" |
| Source | /Engine/Source/Runtime/Experimental/Chaos/Private/GeometryCollection/Facades/CollectionRenderingFacade.cpp |
void AddSurface
(
TArray < FVector3f > && InVertices,
TArray < FIntVector > && InIndices,
TArray < FVector3f > && InNormals,
TArray < FLinearColor > && InColors
)
AddSurface(TArray< FVector3f > &&, TArray< FIntVector > &&, TArray< FVector3f > &&, TArray< FLinearColor > &&, TArray< TArray< FVector2f > > &&, TArray< int32 > &&, TArray< FString > &&)
Description
Add a surface with UV layers, Material IDs and material paths to the rendering view.
| Name | AddSurface |
| Type | function |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/Facades/CollectionRenderingFacade.h |
| Include Path | #include "GeometryCollection/Facades/CollectionRenderingFacade.h" |
| Source | /Engine/Source/Runtime/Experimental/Chaos/Private/GeometryCollection/Facades/CollectionRenderingFacade.cpp |
void AddSurface
(
TArray < FVector3f > && InVertices,
TArray < FIntVector > && InIndices,
TArray < FVector3f > && InNormals,
TArray < FLinearColor > && InColors,
TArray < TArray < FVector2f > > && InUVs,
TArray < int32 > && InMaterialIDs,
TArray < FString > && MaterialPaths
)