Navigation
API > API/Runtime > API/Runtime/MeshConversion
Utility class to construct MeshDescription instances. NB: this will add a vertex-instance UV to the Description, if it has none.
| Name | FMeshDescriptionBuilder |
| Type | class |
| Header File | /Engine/Source/Runtime/MeshConversion/Public/MeshDescriptionBuilder.h |
| Include Path | #include "MeshDescriptionBuilder.h" |
Syntax
class FMeshDescriptionBuilder
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVertexInstanceID AppendInstance
(
const FVertexID& VertexID |
Append new vertex instance and return ID | MeshDescriptionBuilder.h | |
FPolygonID AppendPolygon
(
const TArray< FVertexID >& Vertices, |
Append an arbitrary polygon to the mesh with the given PolygonGroup ID Unique Vertex instances will be created for each polygon-vertex. | MeshDescriptionBuilder.h | |
FPolygonGroupID AppendPolygonGroup
(
FName MaterialSlotName |
Create a new MeshDescription PolygonGroup and return it's ID. | MeshDescriptionBuilder.h | |
FTriangleID AppendTriangle
(
const FVertexInstanceID& Instance0, |
Append a triangle to the mesh using the given vertex instances and PolygonGroup ID | MeshDescriptionBuilder.h | |
FTriangleID AppendTriangle
(
const FVertexID& Vertex0, |
Append a triangle to the mesh with the given PolygonGroup ID | MeshDescriptionBuilder.h | |
FTriangleID AppendTriangle
(
const FVertexID* Triangle, |
Append a triangle to the mesh with the given PolygonGroup ID | MeshDescriptionBuilder.h | |
FUVID AppendUV
(
const FVector2D& UVvalue, |
Append a UV 'vertex' and return a new UV ID | MeshDescriptionBuilder.h | |
void AppendUVTriangle
(
const FTriangleID& TriangleID, |
Append a UV triangle to the specified UV layer. | MeshDescriptionBuilder.h | |
FVertexID AppendVertex
(
const FVector& Position |
Append vertex and return new vertex ID | MeshDescriptionBuilder.h | |
FVertexID AppendVertexWithId
(
int32 NewVertexID, |
Append vertex with a specific ID and return it | MeshDescriptionBuilder.h | |
FBox ComputeBoundingBox() |
Return the current bounding box of the mesh | MeshDescriptionBuilder.h | |
void EnablePolyGroups() |
Enable per-triangle integer attribute named PolyTriGroups | MeshDescriptionBuilder.h | |
FVector GetPosition
(
const FVertexID& VertexID |
Return position of vertex | MeshDescriptionBuilder.h | |
FVector GetPosition
(
const FVertexInstanceID& InstanceID |
Return position of vertex parent of instance | MeshDescriptionBuilder.h | |
void ReserveNewUVs
(
int32 Count, |
Pre-allocate space in the mesh description for UVs in the indicated UVLayer | MeshDescriptionBuilder.h | |
void ReserveNewVertices
(
int32 Count |
Pre-allocate space in the mesh description | MeshDescriptionBuilder.h | |
void ResumeMeshDescriptionIndexing() |
Enable the construction of secondary data structures in the mesh description | MeshDescriptionBuilder.h | |
void SetAllEdgesHardness
(
bool bHard |
Set MeshAttribute::Edge::IsHard to true for all edges | MeshDescriptionBuilder.h | |
void SetInstanceColor
(
const FVertexInstanceID& InstanceID, |
Set the Color of a vertex instance | MeshDescriptionBuilder.h | |
void SetInstanceNormal
(
const FVertexInstanceID& InstanceID, |
Set the Normal of a vertex instance | MeshDescriptionBuilder.h | |
void SetInstanceTangentSpace
(
const FVertexInstanceID& InstanceID, |
Set the full tangent space of a vertex instance, this is stored as a vec3 normal, vec3 tangent, and a bitangent sign | MeshDescriptionBuilder.h | |
void SetInstanceUV
(
const FVertexInstanceID& InstanceID, |
Set the UV of a vertex instance. | MeshDescriptionBuilder.h | |
void SetMeshDescription
(
FMeshDescription* Description |
MeshDescriptionBuilder.h | ||
void SetNumUVLayers
(
int32 NumUVLayers |
Set the number of UV layers | MeshDescriptionBuilder.h | |
void SetPolyGroupID
(
const FTriangleID& TriangleID, |
Set the PolyTriGroups attribute value to a specific GroupID for a Triangle | MeshDescriptionBuilder.h | |
void SetPosition
(
const FVertexID& VertexID, |
Set the position of a vertex | MeshDescriptionBuilder.h | |
void SetVertexAttributeValue
(
FName AttributeName, |
Set the specified value for the named attribute / vertex index combination. | MeshDescriptionBuilder.h | |
void SuspendMeshDescriptionIndexing() |
Disable the construction of secondary data structures in the mesh description | MeshDescriptionBuilder.h | |
void Translate
(
const FVector& Translation |
Translate the MeshDescription vertex positions | MeshDescriptionBuilder.h |