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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FMeshVertexSelection
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ExpandToOneRingNeighbours
(
const TUniqueFunction< bool(int)>& FilterF |
Add all one-ring neighbours of current selection to set. | Selections/MeshVertexSelection.h | |
void ExpandToOneRingNeighbours
(
int nRings, |
[TODO] should do this more efficiently, like FMeshFaceSelection | Selections/MeshVertexSelection.h |
ExpandToOneRingNeighbours(const TUniqueFunction< bool(int)> &)
Description
Add all one-ring neighbours of current selection to set. On a large selection this is quite expensive as we don't know the boundary, so we have to iterate over all selected vertices.
Return false from FilterF to prevent vertices from being included.
| Name | ExpandToOneRingNeighbours |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Selections/MeshVertexSelection.h |
| Include Path | #include "Selections/MeshVertexSelection.h" |
void ExpandToOneRingNeighbours
(
const TUniqueFunction < bool> & FilterF
)
ExpandToOneRingNeighbours(int, const TUniqueFunction< bool(int)> &)
Description
[TODO] should do this more efficiently, like FMeshFaceSelection
| Name | ExpandToOneRingNeighbours |
| Type | function |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Selections/MeshVertexSelection.h |
| Include Path | #include "Selections/MeshVertexSelection.h" |
void ExpandToOneRingNeighbours
(
int nRings,
const TUniqueFunction < bool> & FilterF
)