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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; SetMeshSelectionVertexColor
&40;
UDynamicMesh &42; TargetMesh,
FGeometryScriptMeshSelection Selection,
FLinearColor Color,
FGeometryScriptColorFlags Flags,
bool bCreateColorSeam,
UGeometryScriptDebug &42; Debug
&41;
Remarks
Set the colors in the TargetMesh VertexColor Overlay identified by the Selection to a constant value. For a Vertex Selection, each existing VertexColor Overlay Element for the vertex is updated. For a Triangle or PolyGroup Selection, all Overlay Elements in the identified Triangles are updated.
Parameters
| Name | Description |
|---|---|
| Color | the constant color to set |
| Flags | specify which RGBA channels to set (default all channels) |
| bCreateColorSeam | if true, a "hard edge" in the vertex colors is created, by creating new Elements for all the triangles in the selection. If enabled, Vertex selections are converted to Triangle selections, and Flags is ignored. |