Navigation
API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FDynamicMeshEditor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SplitBowties
(
FDynamicMeshEditResult& ResultOut |
Splits all bowties across the whole mesh | DynamicMeshEditor.h | |
void SplitBowties
(
int VertexID, |
Splits any bowties specifically on the given vertex, and (if not null) updates (does not reset!) NewVertices with any added vertices | DynamicMeshEditor.h | |
void SplitBowties
(
int VertexID, |
Splits any bowties specifically on the given vertex, and updates (does not reset!) ResultOut with any added vertices | DynamicMeshEditor.h |
SplitBowties(FDynamicMeshEditResult &)
Description
Splits all bowties across the whole mesh
| Name | SplitBowties |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMeshEditor.cpp |
void SplitBowties
(
FDynamicMeshEditResult & ResultOut
)
SplitBowties(int, TArray< int32 > *)
Description
Splits any bowties specifically on the given vertex, and (if not null) updates (does not reset!) NewVertices with any added vertices
| Name | SplitBowties |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
void SplitBowties
(
int VertexID,
TArray < int32 > * NewVertices
)
SplitBowties(int, FDynamicMeshEditResult &)
Description
Splits any bowties specifically on the given vertex, and updates (does not reset!) ResultOut with any added vertices
| Name | SplitBowties |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h |
| Include Path | #include "DynamicMeshEditor.h" |
void SplitBowties
(
int VertexID,
FDynamicMeshEditResult & ResultOut
)