This is the complete list of members for FRuntimeMeshBuilder, including all inherited members.
AddIndex(int32 NewIndex) | FRuntimeMeshIndicesAccessor | |
AddSingleVertex() | FRuntimeMeshVerticesAccessor | protected |
AddTriangle(int32 Index0, int32 Index1, int32 Index2) | FRuntimeMeshIndicesAccessor | |
AddVertex(FVector InPosition) | FRuntimeMeshVerticesAccessor | |
AddVertex(const FRuntimeMeshAccessorVertex &Vertex) | FRuntimeMeshVerticesAccessor | |
AddVertexByProperties(const VertexType0 &Vertex0) | FRuntimeMeshVerticesAccessor | inline |
AddVertexByProperties(const VertexType0 &Vertex0, const VertexType1 &Vertex1) | FRuntimeMeshVerticesAccessor | inline |
AddVertexByProperties(const VertexType0 &Vertex0, const VertexType1 &Vertex1, const VertexType2 &Vertex2) | FRuntimeMeshVerticesAccessor | inline |
ColorStream | FRuntimeMeshBuilder | private |
CopyTo(const TSharedPtr< FRuntimeMeshAccessor > &Other, bool bClearDestination=false) const | FRuntimeMeshAccessor | |
EmptyIndices(int32 Slack=0) | FRuntimeMeshIndicesAccessor | |
EmptyVertices(int32 Slack=0) | FRuntimeMeshVerticesAccessor | |
FRuntimeMeshAccessor(bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, bool bIn32BitIndices, TArray< uint8 > *PositionStreamData, TArray< uint8 > *TangentStreamData, TArray< uint8 > *UVStreamData, TArray< uint8 > *ColorStreamData, TArray< uint8 > *IndexStreamData, bool bInIsReadonly=false) | FRuntimeMeshAccessor | |
FRuntimeMeshAccessor(TArray< uint8 > *PositionStreamData, TArray< uint8 > *TangentStreamData, TArray< uint8 > *UVStreamData, TArray< uint8 > *ColorStreamData, TArray< uint8 > *IndexStreamData, bool bInIsReadonly) | FRuntimeMeshAccessor | protected |
FRuntimeMeshBuilder(bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, bool bIn32BitIndices) | FRuntimeMeshBuilder | |
FRuntimeMeshIndicesAccessor(bool bIn32BitIndices, TArray< uint8 > *IndexStreamData, bool bInIsReadonly=false) | FRuntimeMeshIndicesAccessor | |
FRuntimeMeshIndicesAccessor(TArray< uint8 > *IndexStreamData, bool bInIsReadonly) | FRuntimeMeshIndicesAccessor | protected |
FRuntimeMeshVerticesAccessor(bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, TArray< uint8 > *PositionStreamData, TArray< uint8 > *TangentStreamData, TArray< uint8 > *UVStreamData, TArray< uint8 > *ColorStreamData, bool bInIsReadonly=false) | FRuntimeMeshVerticesAccessor | |
FRuntimeMeshVerticesAccessor(TArray< uint8 > *PositionStreamData, TArray< uint8 > *TangentStreamData, TArray< uint8 > *UVStreamData, TArray< uint8 > *ColorStreamData, bool bInIsReadonly) | FRuntimeMeshVerticesAccessor | protected |
GetColor(int32 Index) const | FRuntimeMeshVerticesAccessor | |
GetColorStream() | FRuntimeMeshBuilder | inline |
GetIndex(int32 Index) const | FRuntimeMeshIndicesAccessor | |
GetIndexStream() | FRuntimeMeshBuilder | inline |
GetIndexStride() const | FRuntimeMeshIndicesAccessor | inlineprotected |
GetNormal(int32 Index) const | FRuntimeMeshVerticesAccessor | |
GetPosition(int32 Index) const | FRuntimeMeshVerticesAccessor | |
GetPositionStream() | FRuntimeMeshBuilder | inline |
GetTangent(int32 Index) const | FRuntimeMeshVerticesAccessor | |
GetTangentStream() | FRuntimeMeshBuilder | inline |
GetUV(int32 Index, int32 Channel=0) const | FRuntimeMeshVerticesAccessor | |
GetUVStream() | FRuntimeMeshBuilder | inline |
GetVertex(int32 Index) const | FRuntimeMeshVerticesAccessor | |
IndexStream | FRuntimeMeshBuilder | private |
Initialize(bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, bool bIn32BitIndices) | FRuntimeMeshAccessor | protected |
FRuntimeMeshVerticesAccessor::Initialize(bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount) | FRuntimeMeshVerticesAccessor | protected |
FRuntimeMeshIndicesAccessor::Initialize(bool bIn32BitIndices) | FRuntimeMeshIndicesAccessor | protected |
IsReadonly() const | FRuntimeMeshAccessor | inline |
IsUsing32BitIndices() const | FRuntimeMeshIndicesAccessor | inline |
IsUsingHighPrecisionTangents() const | FRuntimeMeshVerticesAccessor | inline |
IsUsingHighPrecisionUVs() const | FRuntimeMeshVerticesAccessor | inline |
NumIndices() const | FRuntimeMeshIndicesAccessor | |
NumUVChannels() const | FRuntimeMeshVerticesAccessor | |
NumVertices() const | FRuntimeMeshVerticesAccessor | |
PositionStream | FRuntimeMeshBuilder | private |
SetColor(int32 Index, const FColor &Value) | FRuntimeMeshVerticesAccessor | |
SetColors(const int32 InsertAtIndex, const TArray< FColor > &Colors, const int32 Count, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetColors(const int32 InsertAtIndex, const FColor *const Colors, const int32 Count, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetIndex(int32 Index, int32 Value) | FRuntimeMeshIndicesAccessor | |
SetIndices(const int32 InsertAtIndex, const TArray< uint16 > &Indices, const int32 Count, const bool bSizeToFit) | FRuntimeMeshIndicesAccessor | |
SetIndices(const int32 InsertAtIndex, const uint16 *const Indices, const int32 Count, const bool bSizeToFit) | FRuntimeMeshIndicesAccessor | |
SetIndices(const int32 InsertAtIndex, const TArray< int32 > &Indices, const int32 Count, const bool bSizeToFit) | FRuntimeMeshIndicesAccessor | |
SetIndices(const int32 InsertAtIndex, const int32 *const Indices, const int32 Count, const bool bSizeToFit) | FRuntimeMeshIndicesAccessor | |
SetNormal(int32 Index, const FVector4 &Value) | FRuntimeMeshVerticesAccessor | |
SetNormalTangent(int32 Index, FVector Normal, FRuntimeMeshTangent Tangent) | FRuntimeMeshVerticesAccessor | |
SetNumIndices(int32 NewNum) | FRuntimeMeshIndicesAccessor | |
SetNumVertices(int32 NewNum) | FRuntimeMeshVerticesAccessor | |
SetPosition(int32 Index, const FVector &Value) | FRuntimeMeshVerticesAccessor | |
SetPositions(const int32 InsertAtIndex, const TArray< FVector > &Positions, const int32 Count, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetPositions(const int32 InsertAtIndex, const FVector *const Positions, const int32 Count, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetTangent(int32 Index, const FVector &Value) | FRuntimeMeshVerticesAccessor | |
SetTangent(int32 Index, const FRuntimeMeshTangent &Value) | FRuntimeMeshVerticesAccessor | |
SetTangents(int32 Index, FVector TangentX, FVector TangentY, FVector TangentZ) | FRuntimeMeshVerticesAccessor | |
SetUV(int32 Index, const FVector2D &Value) | FRuntimeMeshVerticesAccessor | |
SetUV(int32 Index, int32 Channel, const FVector2D &Value) | FRuntimeMeshVerticesAccessor | |
SetUVs(const int32 InsertAtVertexIndex, const TArray< FVector2D > &UVs, const int32 CountVertices, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetUVs(const int32 InsertAtVertexIndex, const TArray< FVector2DHalf > &UVs, const int32 CountVertices, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetUVs(const int32 InsertAtVertexIndex, const FVector2D *const UVs, const int32 CountVertices, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetUVs(const int32 InsertAtVertexIndex, const FVector2DHalf *const UVs, const int32 CountVertices, const bool bSizeToFit) | FRuntimeMeshVerticesAccessor | |
SetVertex(int32 Index, const FRuntimeMeshAccessorVertex &Vertex) | FRuntimeMeshVerticesAccessor | |
SetVertexProperties(int32 Index, const VertexType &Vertex) | FRuntimeMeshVerticesAccessor | inline |
TangentStream | FRuntimeMeshBuilder | private |
Unlink() | FRuntimeMeshAccessor | inline |
UVStream | FRuntimeMeshBuilder | private |
~FRuntimeMeshAccessor() override | FRuntimeMeshAccessor | virtual |
~FRuntimeMeshBuilder() override | FRuntimeMeshBuilder | virtual |
~FRuntimeMeshIndicesAccessor() | FRuntimeMeshIndicesAccessor | virtual |
~FRuntimeMeshVerticesAccessor() | FRuntimeMeshVerticesAccessor | virtual |