unreal.GeometryScriptMeshSelection
¶
- class unreal.GeometryScriptMeshSelection¶
Bases:
StructBase
FGeometryScriptMeshSelection is a container for a Mesh Selection used in Geometry Script. The actual selection representation is not exposed to BP, use functions in MeshSelectionFunctions/etc to manipulate the selection.
Internally the selection is stored as a SharedPtr to a FGeometrySelection, which stores a TSet (so unique add and remove are efficient, but the selection cannot be directly indexed without converting to an Array).
Note that the Selection storage is not a UProperty, and is not serialized. FGeometryScriptMeshSelection instances cannot be serialized, they are only transient data structures, that can be created and used Blueprint instances.
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: GeometryScriptSelectionTypes.h
- combine_mesh_selections(selection_b, combine_mode=GeometryScriptCombineSelectionMode.ADD) GeometryScriptMeshSelection ¶
Combine two Mesh Selections into a new Mesh Selection. The two inputs SelectionA and SelectionB must have the same Type.
- Parameters:
selection_b (GeometryScriptMeshSelection) –
combine_mode (GeometryScriptCombineSelectionMode) – specifies how the selection elements in SelectionA and SelectionB are interpreted/combined.
- Returns:
result_selection (GeometryScriptMeshSelection):
- Return type:
- debug_print_mesh_selection(disable=False) None ¶
Print information about the Mesh Selection to the Output Log
- Parameters:
disable (bool) – if true, printing will be disabled (useful for debugging)
- get_mesh_selection_info() -> (selection_type=GeometryScriptMeshSelectionType, num_selected=int32)¶
Query information about a Mesh Selection
- Returns:
selection_type (GeometryScriptMeshSelectionType):
num_selected (int32):
- Return type:
tuple