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UDynamicMesh is a UObject container for a FDynamicMesh3.
| Name | UDynamicMesh |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryFramework/Public/UDynamicMesh.h |
| Include Path | #include "UDynamicMesh.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UDynamicMesh :
public UObject ,
public IMeshVertexCommandChangeTarget ,
public IMeshCommandChangeTarget ,
public IMeshReplacementCommandChangeTarget
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDynamicMesh
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDynamicMesh
(
const FObjectInitializer& ObjectInitializer |
UDynamicMesh.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnMeshRealtimeUpdate | TMulticastDelegate_OneParam< void, UDynamicMesh * > | Realtime Update support. | UDynamicMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableMeshGenerator | bool | Controls whether the active Generator (if configured) will be applied when rebuilding the mesh | UDynamicMesh.h |
|
| MeshModifiedBPEvent | FOnDynamicMeshModifiedBP | Blueprintable event called when mesh is modified, in the same cases as OnMeshChanged | UDynamicMesh.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClearMeshGenerator() |
Set the active mesh generator. Clears if nullptr | UDynamicMesh.h | |
void EditMesh
(
TFunctionRef< void(UE::Geometry::FDynamicMesh3&)> EditFunc, |
Apply EditFunc to the internal mesh. | UDynamicMesh.h | |
TUniquePtr< UE::Geometry::FDynamicMesh3 > ExtractMesh() |
Take ownership of the internal Mesh, and have it replaced with a new mesh | UDynamicMesh.h | |
const UE::Geometry::FDynamicMesh3 * GetMeshPtr () |
Calling ProcessMesh() is preferred! This interface may be removed in the future | UDynamicMesh.h | |
| Calling EditMesh() is preferred! This interface may be removed in the future | UDynamicMesh.h | ||
| Calling EditMesh() is preferred! This interface may be removed in the future | UDynamicMesh.h | ||
const UE::Geometry::FDynamicMesh3 & GetMeshRef () |
Calling ProcessMesh() is preferred! This interface may be removed in the future | UDynamicMesh.h | |
int32 GetTriangleCount() |
UDynamicMesh.h |
|
|
virtual void InitializeMesh() |
Native access/modification functions Reset the internal mesh data and then optionally run the MeshGenerator | UDynamicMesh.h | |
bool IsEmpty() |
UDynamicMesh.h |
|
|
FOnDynamicMeshChanged & OnMeshChanged() |
Broadcast after the internal mesh is modified, in the same cases as OnPreMeshChanged | UDynamicMesh.h | |
FOnMeshRealtimeUpdate & OnMeshRealtimeUpdate() |
Multicast delegate that is broadcast whenever PostRealtimeUpdate() is called | UDynamicMesh.h | |
FOnDynamicMeshChanged & OnPreMeshChanged() |
Broadcast before the internal mesh is modified by Reset funcs, SetMesh(), EditMesh(), and ApplyChange()'s above | UDynamicMesh.h | |
virtual void PostRealtimeUpdate() |
Broadcasts FOnMeshRealtimeUpdate | UDynamicMesh.h | |
void ProcessMesh
(
TFunctionRef< void(const UE::Geometry::FDynamicMesh3&)> ProcessFunc |
Apply ProcessFunc to the internal Mesh | UDynamicMesh.h | |
virtual void Regenerate() |
Reset() the mesh, which will re-run the active MeshGenerator, if bEnableMeshGenerator | UDynamicMesh.h | |
UDynamicMesh * Reset () |
Clear the internal mesh to an empty mesh. | UDynamicMesh.h |
|
UDynamicMesh * ResetToCube () |
Clear the internal mesh to a 100x100x100 cube with base at the origin. | UDynamicMesh.h |
|
void SetMesh
(
const UE::Geometry::FDynamicMesh3& MoveMesh |
Replace the internal mesh with a copy of MoveMesh | UDynamicMesh.h | |
void SetMesh
(
UE::Geometry::FDynamicMesh3&& MoveMesh |
Replace the internal mesh with the data in MoveMesh | UDynamicMesh.h | |
virtual void SetMeshGenerator
(
TObjectPtr< UDynamicMeshGenerator > NewGenerator |
Set the active mesh generator. Clears if nullptr | UDynamicMesh.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExportCustomProperties
(
FOutputDevice& Out, |
Serialize Mesh to/from T3D | UDynamicMesh.h | |
virtual void ImportCustomProperties
(
const TCHAR* SourceText, |
UDynamicMesh.h | ||
virtual void Serialize
(
FArchive& Archive |
Serialize Mesh to an Archive | UDynamicMesh.h |
Overridden from IMeshVertexCommandChangeTarget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyChange
(
const FMeshVertexChange* Change, |
IMeshVertexCommandChangeTarget implementation, allows a FVertexChange to be applied to the mesh. | UDynamicMesh.h |
Overridden from IMeshCommandChangeTarget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyChange
(
const FMeshChange* Change, |
IMeshCommandChangeTarget implementation, allows a FMeshChange to be applied to the mesh. | UDynamicMesh.h |
Overridden from IMeshReplacementCommandChangeTarget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyChange
(
const FMeshReplacementChange* Change, |
IMeshReplacementCommandChangeTarget implementation, allows a FMeshReplacementChange to be applied to the mesh. | UDynamicMesh.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EditMeshInternal
(
TFunctionRef< void(UE::Geometry::FDynamicMesh3&)> EditFunc, |
Internal function that edits the Mesh, but broadcasts PreMeshChangedEvent and MeshChangedEvent, and then MeshModifiedBPEvent | UDynamicMesh.h | |
void InitializeNewMesh() |
Allocate a new Mesh (ie pointer will change) and then call InitializeMesh() | UDynamicMesh.h |