Navigation
API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/FMeshSurfacePath
TODO: support for embedding arbitrary paths in mesh using a graph remesher **
- Embed surface path in mesh, such that each point in path is a mesh vertex with a connecting edge. Note that IsConnected must be true for this to succeed.
- *
| Name | FEmbedSimplePathSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/Operations/EmbedSurfacePath.h |
| Include Path | #include "Operations/EmbedSurfacePath.h" |
Syntax
struct FEmbedSimplePathSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEmbedSimplePathSettings() |
Operations/EmbedSurfacePath.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowEdgeFlipToCollapseTinyEdges | bool | If an edge split would create an edge smaller than the snap threshold, allow an edge flip instead. | Operations/EmbedSurfacePath.h | |
| bRemovePathLoops | bool | Especially after simplification by snapping, we could create paths that revisit the same vertex multiple times this option will remove such loops by removing the path between the repeated vertex; i.e. Path A B C D B E becomes just A B E Note this option should not be used if embedding curved paths, as the loop may be an intentional feature in this case | Operations/EmbedSurfacePath.h | |
| bSimplifyPathBySnapping | bool | Whether to snap intermediate triange/edge path points to vertices, using the SnapElementThresholdSq. | Operations/EmbedSurfacePath.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FEmbedSimplePathSettings WithSimplification() |
Operations/EmbedSurfacePath.h |