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This is the container for all attributes and their arrays. It wraps a TMap, mapping from attribute name to attribute array. An attribute may be of any arbitrary type; we use a mixture of polymorphism and compile-time templates to handle the different types.
| Name | FAttributesSetBase |
| Type | class |
| Header File | /Engine/Source/Runtime/MeshDescription/Public/MeshAttributeArray.h |
| Include Path | #include "MeshAttributeArray.h" |
Syntax
class FAttributesSetBase
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAttributesSetBase() |
Constructor | MeshAttributeArray.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendAttributesFrom
(
const FAttributesSetBase& OtherAttributesSet |
MeshAttributeArray.h | ||
bool DoesAttributeHaveAllFlags
(
const FName AttributeName, |
Determine whether an attribute has all of the given flags | MeshAttributeArray.h | |
bool DoesAttributeHaveAnyFlags
(
const FName AttributeName, |
Determine whether an attribute has any of the given flags | MeshAttributeArray.h | |
| Returns an array of all the attribute names registered | MeshAttributeArray.h | ||
TMeshAttributesRef< int32, typename TMeshAttributesRefType< T >::RefType > GetAttributesRef
(
const FName AttributeName |
MeshAttributeArray.h | ||
TMeshAttributesConstRef< int32, typename TMeshAttributesRefType< T >::ConstRefType > GetAttributesRef
(
const FName AttributeName |
Get an attribute array with the given type and name. | MeshAttributeArray.h | |
uint32 GetHash
(
const FName AttributeName |
MeshAttributeArray.h | ||
int32 GetNumElements() |
Gets the number of elements in the attribute set | MeshAttributeArray.h | |
bool HasAttribute
(
const FName AttributeName |
Determines whether an attribute exists with the given name | MeshAttributeArray.h | |
bool HasAttributeOfType
(
const FName AttributeName |
Determines whether an attribute of the given type exists with the given name | MeshAttributeArray.h | |
void Initialize
(
const int32 Count |
Initializes all attributes to have the given number of elements with the default value | MeshAttributeArray.h | |
void Insert
(
const int32 Index |
Insert a new element at the given index. | MeshAttributeArray.h | |
TMeshAttributesArray< typename TMeshAttributesRegisterType< T >::RefType > RegisterAttribute
(
const FName AttributeName, |
Register a new simple attribute. | MeshAttributeArray.h | |
TMeshAttributesArray< typename TMeshAttributesRegisterType< T >::RefType > RegisterAttribute
(
const FName AttributeName, |
Register a new fixed array attribute. | MeshAttributeArray.h | |
TMeshAttributesArray< typename TMeshAttributesRegisterType< T >::RefType > RegisterAttributeInternal
(
const FName AttributeName, |
Register a new attribute name with the given type (must be a member of the AttributeTypes tuple). | MeshAttributeArray.h | |
TMeshAttributesArray< typename TMeshAttributesRegisterType< T >::RefType > RegisterIndexAttribute
(
const FName AttributeName, |
Register a new unbounded array attribute. | MeshAttributeArray.h | |
void Remap
(
const TSparseArray< int32 >& IndexRemap |
Applies the given remapping to the attributes set | MeshAttributeArray.h | |
void Remove
(
const int32 Index |
Remove an element at the given index. | MeshAttributeArray.h | |
void SetNumElements
(
const int32 Count |
Sets all attributes to have the given number of elements, preserving existing values and filling extra elements with the default value | MeshAttributeArray.h | |
void UnregisterAttribute
(
const FName AttributeName |
Unregister an attribute with the given name. | MeshAttributeArray.h |