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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/Operations > API/Runtime/GeometryCore/Operations/FMeshSurfacePath
References
| Module | GeometryCore |
| Header | /Engine/Source/Runtime/GeometryCore/Public/Operations/EmbedSurfacePath.h |
| Include | #include "Operations/EmbedSurfacePath.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/Operations/EmbedSurfacePath.cpp |
bool IsConnected&40;&41; const
Remarks
TODO: not clear if we need this helper to find the shared triangle (if it exists) that we could traverse to connect two surface points. this gets a bit hairy and it's easier to keep track of the traversed triangles during the mesh walk that creates any path in the first place static int FindSharedTriangle(const FDynamicMesh3* Mesh, const FMeshSurfacePoint& A, const FMeshSurfacePoint& B); True if the Path exactly sticks to the mesh surface, and never jumps to disconnected elements