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We prefer to access elements of the container via strongly-typed IDs. This derived class imposes this type safety.
| Name | TMeshElementArray |
| Type | class |
| Header File | /Engine/Source/Runtime/MeshDescription/Public/MeshElementArray.h |
| Include Path | #include "MeshElementArray.h" |
Syntax
template<typename ElementType, typename ElementIDType>
class TMeshElementArray : public TMeshElementArrayBase< ElementType >
Inheritance Hierarchy
- TMeshElementArrayBase → TMeshElementArray
Classes
| Name | Remarks |
|---|---|
| TElementIDs | This is a special type of iterator which returns successive IDs of valid elements, rather than the elements themselves. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ElementIDType Add () |
Add a new element at the next available index, and return the new ID | MeshElementArray.h | |
ElementIDType Add
(
typename TTypeTraits< ElementType >::ConstInitType Element |
Add the provided element at the next available index, and return the new ID | MeshElementArray.h | |
ElementIDType Add
(
ElementType&& Element |
Add the provided element at the next available index, and return the ID | MeshElementArray.h | |
int32 GetArraySize() |
Returns the index after the last valid element | MeshElementArray.h | |
TElementIDs GetElementIDs() |
Return iterable proxy object from container | MeshElementArray.h | |
ElementIDType GetFirstValidID() |
Returns the first valid ID | MeshElementArray.h | |
ElementType & Insert
(
const ElementIDType ID |
Inserts a new element with the given ID | MeshElementArray.h | |
ElementType & Insert
(
const ElementIDType ID, |
Inserts the provided element with the given ID | MeshElementArray.h | |
ElementType & Insert
(
const ElementIDType ID, |
Inserts the provided element with the given ID | MeshElementArray.h | |
bool IsValid
(
const ElementIDType ID |
Returns whether the given ID is valid or not | MeshElementArray.h | |
int32 Num() |
Returns the number of elements in the container | MeshElementArray.h | |
void Remove
(
const ElementIDType ID |
Removes the element with the given ID | MeshElementArray.h | |
void Reserve
(
const int32 Elements |
Reserves space for the specified total number of elements | MeshElementArray.h | |
void Reset
(
const int32 Elements |
Resets the container, optionally reserving space for elements to be added | MeshElementArray.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ElementType & operator[]
(
const ElementIDType ID |
Returns the element with the given ID | MeshElementArray.h | |
const ElementType & operator[]
(
const ElementIDType ID |
MeshElementArray.h |