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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/GeometryScript > API/Plugins/GeometryScriptingCore/GeometryScript/UGeometryScriptL-_27
References
| Module | GeometryScriptingCore |
| Header | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshVertexColorFunctions.h |
| Include | #include "GeometryScript/MeshVertexColorFunctions.h" |
| Source | /Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Private/MeshVertexColorFunctions.cpp |
static UDynamicMesh &42; GetMeshPerVertexColors
&40;
UDynamicMesh &42; TargetMesh,
FGeometryScriptColorList & ColorList,
bool & bIsValidColorSet,
bool & bHasVertexIDGaps,
bool bBlendSplitVertexValues
&41;
Remarks
Get a list of single vertex colors for each mesh vertex in the TargetMesh, derived from the VertexColor Overlay. The VertexColor Overlay may store multiple colors for a single vertex (ie different colors for that vertex on different triangles) In such cases the colors can either be averaged, or the last color seen will be used, depending on the bBlendSplitVertexValues parameter.
Parameters
| Name | Description |
|---|---|
| ColorList | output color list will be stored here. Size will be equal to the MaxVertexID of TargetMesh (not the VertexCount!) |
| bIsValidColorSet | will be set to true if the VertexColor Overlay was valid |
| bHasVertexIDGaps | will be set to true if some vertex indices in TargetMesh were invalid, ie MaxVertexID > VertexCount |
| bBlendSplitVertexValues | control how multiple colors at the same vertex should be interpreted |