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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript > API/Plugins/GeometryScriptingCore/GeometryScript/UGeometryScriptL-_14
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshNormalsFunctions.h |
| Include | #include "GeometryScript/MeshNormalsFunctions.h" |
| Source | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Private/MeshNormalsFunctions.cpp |
static UDynamicMesh &42; GetMeshPerVertexNormals
&40;
UDynamicMesh &42; TargetMesh,
FGeometryScriptVectorList & NormalList,
bool & bIsValidNormalSet,
bool & bHasVertexIDGaps,
bool bAverageSplitVertexValues
&41;
Remarks
Get a list of single normal vectors for each mesh vertex in the TargetMesh, derived from the Normals Overlay. The Normals Overlay may store multiple normals for a single vertex (ie split normals) In such cases the normals can either be averaged, or the last normal seen will be used, depending on the bAverageSplitVertexValues parameter.
Parameters
| Name | Description |
|---|---|
| NormalList | output normal list will be stored here. Size will be equal to the MaxVertexID of TargetMesh (not the VertexCount!) |
| bIsValidNormalSet | will be set to true if the Normal Overlay was valid |
| bHasVertexIDGaps | will be set to true if some vertex indices in TargetMesh were invalid, ie MaxVertexID > VertexCount |
| bAverageSplitVertexValues | control how multiple normals at the same vertex should be interpreted |