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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript > API/Plugins/GeometryScriptingCore/GeometryScript/UGeometryScriptL-_26
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshUVFunctions.h |
| Include | #include "GeometryScript/MeshUVFunctions.h" |
| Source | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Private/MeshUVFunctions.cpp |
static UDynamicMesh &42; CopyMeshToMeshUVLayer
&40;
UDynamicMesh &42; CopyFromUVMesh,
int ToUVSetIndex,
UDynamicMesh &42; CopyToMesh,
UDynamicMesh &42;& CopyToMeshOut,
bool & bFoundTopologyErrors,
bool & bIsValidUVSet,
bool bOnlyUVPositions,
UGeometryScriptDebug &42; Debug
&41;
Remarks
Transfer the 3D vertex positions and triangles of CopyFromUVMesh to the given UV Channel identified by ToUVChannel of CopyToMesh. 3D positions (X,Y,Z) will be copied as UV positions (X,Y), ie Z is ignored.
bOnlyUVPositions controls whether only UV positions will be updated, or if the UV topology will be fully replaced. When false, CopyFromUVMesh must currently have a MaxVertexID <= that of the UV Channel MaxElementID When true, CopyFromUVMesh must currently have a MaxTriangleID <= that of CopyToMesh
Parameters
| Name | Description |
|---|---|
| bInvalidTopology | will be returned true if any topological inconsistencies are found (but the operation will generally continue) |
| bIsValidUVSet | will be returned false if To UV Channel is not available |
| bOnlyUVPositions | if true, only (valid, matching) UV positions are updated, a full new UV topology is created |