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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/GeometryCollection > API/Runtime/Chaos/GeometryCollection/Facades
Inheritance Hierarchy
- FCollectionUVFacade
- FCollectionMeshFacade
References
| Module | Chaos |
| Header | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/Facades/CollectionUVFacade.h |
| Include | #include "GeometryCollection/Facades/CollectionUVFacade.h" |
Syntax
class FCollectionUVFacade
Constructors
| Type | Name | Description | |
|---|---|---|---|
FCollectionUVFacade
(
FManagedArrayCollection& InCollection |
|||
FCollectionUVFacade
(
const FManagedArrayCollection& InCollection |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | DefineSchema () |
Add the necessary attributes if they are missing | |
| GeometryCollection::UV::FUVLayers | |||
| GeometryCollection::UV::FConstUVLayers | |||
| const TManagedArray< FVector2f > * | FindUVLayer
(
int32 UVLayer |
||
| TManagedArray< FVector2f > * | FindUVLayer
(
int32 UVLayer |
||
| int32 | |||
| const FVector2f & | GetUV
(
int32 VertexIdx, |
||
| const TManagedArray< FVector2f > & | GetUVLayer
(
int32 UVLayer |
||
| bool | IsValid () |
Returns true if all the necessary attributes are present if not then the API can be used to create | |
| FVector2f & | ModifyUV
(
int32 VertexIdx, |
||
| TManagedArray< FVector2f > & | ModifyUVLayer
(
int32 UVLayer |
||
| bool | SetNumUVLayers
(
int32 UVLayers |
||
| void | SetUV
(
int32 VertexIdx, |
||
| void | SetUVs
(
int32 VertexIdx, |
Set all UVs in the array for the given vertex, stopping early if there are not enough matching UV layers in the collection. |