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FDynamicMeshChange stores a "change" in a FDynamicMesh3, which in this context means the replacement of one set of triangles with a second set, that may have different vertices/attributes. The change can be applied and reverted via Apply()
Construction of a well-formed FDynamicMeshChange is quite complex and it is strongly suggested that you do so via FDynamicMeshChangeTracker
| Name | FDynamicMeshChange |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/DynamicMeshChangeTracker.h |
| Include Path | #include "DynamicMesh/DynamicMeshChangeTracker.h" |
Syntax
class FDynamicMeshChange
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FDynamicMeshChange() |
DynamicMesh/DynamicMeshChangeTracker.h |
Structs
| Name | Remarks |
|---|---|
| FChangeTriangle | |
| FChangeVertex |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Apply
(
FDynamicMesh3* Mesh, |
Apply or Revert this change using the given Mesh | DynamicMesh/DynamicMeshChangeTracker.h | |
void AttachAttributeChanges
(
TUniquePtr< FDynamicMeshAttributeChangeSet > AttribChanges |
Attach an attribute change set to this mesh change, which will the be applied/reverted automatically | DynamicMesh/DynamicMeshChangeTracker.h | |
void CheckValidity
(
EValidityCheckFailMode FailMode |
Run self-validity checks on internal data structures to test if change is well-formed | DynamicMesh/DynamicMeshChangeTracker.h | |
void GetAffectedVertices
(
TArray< int >& VerticesOut, |
Store IDs of affected vertices in VerticesOut both vertices on saved triangles, and directly saved vertices. | DynamicMesh/DynamicMeshChangeTracker.h | |
void GetSavedTriangleList
(
TArray< int >& TrianglesOut, |
Store IDs of saved triangles in TrianglesOut. | DynamicMesh/DynamicMeshChangeTracker.h | |
bool HasSavedVertex
(
int VertexID |
DynamicMesh/DynamicMeshChangeTracker.h | ||
void SaveInitialTriangle
(
const FDynamicMesh3* Mesh, |
Store the initial state of a triangle | DynamicMesh/DynamicMeshChangeTracker.h | |
void SaveInitialVertex
(
const FDynamicMesh3* Mesh, |
Store the initial state of a vertex | DynamicMesh/DynamicMeshChangeTracker.h | |
void StoreFinalTriangle
(
const FDynamicMesh3* Mesh, |
Store the final state of a triangle | DynamicMesh/DynamicMeshChangeTracker.h | |
void StoreFinalVertex
(
const FDynamicMesh3* Mesh, |
Store the final state of a vertex | DynamicMesh/DynamicMeshChangeTracker.h | |
void VerifySaveState() |
Do (limited) sanity checks on this MeshChange to ensure it is well-formed | DynamicMesh/DynamicMeshChangeTracker.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyReplaceChange
(
FDynamicMesh3* Mesh, |
DynamicMesh/DynamicMeshChangeTracker.h |