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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; GetMeshPerVertexUVs
&40;
UDynamicMesh &42; TargetMesh,
int UVSetIndex,
FGeometryScriptUVList & UVList,
bool & bIsValidUVSet,
bool & bHasVertexIDGaps,
bool & bHasSplitUVs,
UGeometryScriptDebug &42; Debug
&41;
Remarks
Get a list of single vertex UVs for each mesh vertex in the TargetMesh, derived from the specified UV Channel. The UV Channel may store multiple UVs for a single vertex (along UV seams) In such cases an arbitrary UV will be stored for that vertex, and bHasSplitUVs will be returned as true
Parameters
| Name | Description |
|---|---|
| UVSetIndex | index of UV Channel to read |
| UVList | output UV list will be stored here. Size will be equal to the MaxVertexID of TargetMesh (not the VertexCount!) |
| bIsValidUVSet | will be set to true if the UV Channel was valid |
| bHasVertexIDGaps | will be set to true if some vertex indices in TargetMesh were invalid, ie MaxVertexID > VertexCount |
| bHasSplitUVs | will be set to true if there were split UVs in the UV Channel |