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API > API/Runtime > API/Runtime/MeshDescription
This is a wrapper for an array of allocated MeshElementContainers.
| Name | FMeshElementChannels |
| Type | class |
| Header File | /Engine/Source/Runtime/MeshDescription/Public/MeshElementContainer.h |
| Include Path | #include "MeshElementContainer.h" |
Syntax
class FMeshElementChannels
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshElementChannels
(
const int32 NumberOfIndices |
Default constructor creates a single element | MeshElementContainer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Channels | TArray< FMeshElementContainer, TInlineAllocator< 1 > > | The usual thing is that a MeshElementType has exactly one channel, so we specially reserve a single element inline to save extra allocations. | MeshElementContainer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FMeshElementContainer & Get
(
const int32 Index |
Transparent access through the array | MeshElementContainer.h | |
FMeshElementContainer & Get
(
const int32 Index |
MeshElementContainer.h | ||
int32 GetNumChannels() |
Get the number of indices | MeshElementContainer.h | |
bool IsEmpty() |
Determines whether the mesh element type is empty or not | MeshElementContainer.h | |
void Reset() |
Resets the containers | MeshElementContainer.h | |
void SetNumChannels
(
const int32 NumIndices |
Change the number of indices | MeshElementContainer.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FMeshElementContainer & operator* () |
MeshElementContainer.h | ||
| MeshElementContainer.h | |||
const FMeshElementContainer & operator[]
(
const int32 Index |
MeshElementContainer.h | ||
FMeshElementContainer & operator[]
(
const int32 Index |
MeshElementContainer.h | ||
const FMeshElementContainer * operator-> () |
MeshElementContainer.h | ||
| MeshElementContainer.h |