This is the complete list of members for FRuntimeMeshData, including all inherited members.
| AddCollisionBox(const FRuntimeMeshCollisionBox &NewBox) | FRuntimeMeshData | |
| AddCollisionCapsule(const FRuntimeMeshCollisionCapsule &NewCapsule) | FRuntimeMeshData | |
| AddCollisionSphere(const FRuntimeMeshCollisionSphere &NewSphere) | FRuntimeMeshData | |
| AddConvexCollisionSection(TArray< FVector > ConvexVerts) | FRuntimeMeshData | |
| BeginSectionUpdate(int32 SectionId, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| CheckBoundingBox(const FBox &Box) const | FRuntimeMeshData | private |
| CheckCreate(int32 NumUVs, bool bIndexIsValid) const | FRuntimeMeshData | private |
| CheckCreateLegacy() const | FRuntimeMeshData | inlineprivate |
| CheckCreateLegacyInternal(const FRuntimeMeshVertexStreamStructure &Stream0Structure, const FRuntimeMeshVertexStreamStructure &Stream1Structure, const FRuntimeMeshVertexStreamStructure &Stream2Structure, bool bIsIndexValid) const | FRuntimeMeshData | private |
| CheckUpdate(bool bUseHighPrecisionTangents, bool bUseHighPrecisionUVs, int32 NumUVs, bool b32BitIndices, int32 SectionIndex, bool bShouldCheckIndexType, bool bCheckTangentVertexStream, bool bCheckUVVertexStream) const | FRuntimeMeshData | private |
| CheckUpdate(int32 SectionIndex, bool bShouldCheckIndexType, bool bCheckTangentVertexStream, bool bCheckUVVertexStream) const | FRuntimeMeshData | inlineprivate |
| CheckUpdateLegacy(int32 SectionIndex, bool bShouldCheckIndexType=true) const | FRuntimeMeshData | inlineprivate |
| ClearAllMeshCollisionSections() | FRuntimeMeshData | |
| ClearAllMeshSections() | FRuntimeMeshData | |
| ClearCollisionBoxes() | FRuntimeMeshData | |
| ClearCollisionCapsules() | FRuntimeMeshData | |
| ClearCollisionSpheres() | FRuntimeMeshData | |
| ClearConvexCollisionSections() | FRuntimeMeshData | |
| ClearMeshCollisionSection(int32 CollisionSectionIndex) | FRuntimeMeshData | |
| ClearMeshSection(int32 SectionIndex) | FRuntimeMeshData | |
| CollisionBoxes | FRuntimeMeshData | private |
| CollisionCapsules | FRuntimeMeshData | private |
| CollisionSpheres | FRuntimeMeshData | private |
| ContainsPhysicsTriMeshData(bool InUseAllTriData) const | FRuntimeMeshData | private |
| ConvexCollisionSections | FRuntimeMeshData | private |
| CopyCollisionElementsToBodySetup(UBodySetup *Setup) | FRuntimeMeshData | private |
| CreateMeshSection(int32 SectionIndex, bool bWantsHighPrecisionTangents, bool bWantsHighPrecisionUVs, int32 NumUVs, bool bWants32BitIndices, bool bCreateCollision, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average) | FRuntimeMeshData | |
| CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| CreateMeshSection(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| CreateMeshSection(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FColor > &Colors, const TArray< FRuntimeMeshTangent > &Tangents, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None, bool bUseHighPrecisionTangents=false, bool bUseHighPrecisionUVs=true) | FRuntimeMeshData | |
| CreateMeshSection(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, const TArray< FColor > &Colors, const TArray< FRuntimeMeshTangent > &Tangents, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None, bool bUseHighPrecisionTangents=false, bool bUseHighPrecisionUVs=true) | FRuntimeMeshData | |
| CreateMeshSection_Blueprint(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FRuntimeMeshTangent > &Tangents, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, const TArray< FLinearColor > &Colors, bool bCreateCollision=false, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, bool bUseHighPrecisionTangents=false, bool bUseHighPrecisionUVs=true) | FRuntimeMeshData | |
| CreateMeshSectionByMove(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| CreateMeshSectionDualBuffer(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| CreateMeshSectionDualBuffer(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| CreateMeshSectionFromComponents(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, TFunction< FColor(int32 Index)> ColorAccessor, int32 NumColors, const TArray< FRuntimeMeshTangent > &Tangents, bool bCreateCollision, EUpdateFrequency UpdateFrequency, ESectionUpdateFlags UpdateFlags, bool bUseHighPrecisionTangents, bool bUseHighPrecisionUVs, bool bWantsSecondUV) | FRuntimeMeshData | private |
| CreateMeshSectionPacked_Blueprint(int32 SectionIndex, const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCreateCollision=false, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, bool bUseHighPrecisionTangents=false, bool bUseHighPrecisionUVs=true) | FRuntimeMeshData | |
| CreateMeshSectionTripleBuffer(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| CreateMeshSectionTripleBuffer(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| CreateOrResetSection(int32 SectionId, EUpdateFrequency UpdateFrequency) | FRuntimeMeshData | inlineprivate |
| CreateOrResetSection(int32 SectionId, bool bInUseHighPrecisionTangents, bool bInUseHighPrecisionUVs, int32 InNumUVs, bool b32BitIndices, EUpdateFrequency UpdateFrequency) | FRuntimeMeshData | private |
| CreateOrResetSectionForBlueprint(int32 SectionId, bool bWantsSecondUV, bool bHighPrecisionTangents, bool bHighPrecisionUVs, EUpdateFrequency UpdateFrequency) | FRuntimeMeshData | private |
| CreateSectionInternal(int32 SectionIndex, ESectionUpdateFlags UpdateFlags) | FRuntimeMeshData | private |
| DoesSectionExist(int32 SectionIndex) const | FRuntimeMeshData | |
| DoOnGameThread(FRuntimeMeshGameThreadTaskDelegate Func) | FRuntimeMeshData | private |
| EndSectionUpdate(FRuntimeMeshScopedUpdater *Updater, ERuntimeMeshBuffersToUpdate BuffersToUpdate, const FBox *BoundingBox=nullptr) | FRuntimeMeshData | private |
| EnsureProxyCreated(ERHIFeatureLevel::Type InFeatureLevel) | FRuntimeMeshData | private |
| EnterSerializedMode() | FRuntimeMeshData | |
| FRuntimeMeshData() | FRuntimeMeshData | |
| FRuntimeMeshScopedUpdater class | FRuntimeMeshData | friend |
| GetAvailableSectionIndex() const | FRuntimeMeshData | |
| GetLastSectionIndex() const | FRuntimeMeshData | |
| GetLocalBounds() const | FRuntimeMeshData | |
| GetNumSections() const | FRuntimeMeshData | |
| GetPhysicsTriMeshData(struct FTriMeshCollisionData *CollisionData, bool InUseAllTriData) | FRuntimeMeshData | private |
| GetReadonlyMeshAccessor(int32 SectionId) | FRuntimeMeshData | private |
| GetRenderProxy() const | FRuntimeMeshData | inlineprivate |
| GetSection(int32 SectionIndex) | FRuntimeMeshData | inlineprivate |
| GetSectionAndFaceFromCollisionFaceIndex(int32 &FaceIndex) const | FRuntimeMeshData | private |
| GetSectionBoundingBox(int32 SectionIndex) | FRuntimeMeshData | |
| GetSectionFromCollisionFaceIndex(int32 FaceIndex) const | FRuntimeMeshData | private |
| GetSectionIds() const | FRuntimeMeshData | |
| GetSectionReadonly(int32 SectionId) | FRuntimeMeshData | |
| HandleCommonSectionUpdateFlags(int32 SectionIndex, ESectionUpdateFlags UpdateFlags, ERuntimeMeshBuffersToUpdate &BuffersToUpdate) | FRuntimeMeshData | private |
| Initialize() | FRuntimeMeshData | private |
| IsMeshSectionCastingShadows(int32 SectionIndex) const | FRuntimeMeshData | |
| IsMeshSectionCollisionEnabled(int32 SectionIndex) | FRuntimeMeshData | |
| IsMeshSectionVisible(int32 SectionIndex) const | FRuntimeMeshData | |
| LocalBounds | FRuntimeMeshData | private |
| MarkChanged() | FRuntimeMeshData | private |
| MarkCollisionDirty(bool bSkipChangedFlag=false) | FRuntimeMeshData | private |
| MarkRenderStateDirty() | FRuntimeMeshData | private |
| MeshCollisionSections | FRuntimeMeshData | private |
| MeshSections | FRuntimeMeshData | private |
| operator<<(FArchive &Ar, FRuntimeMeshData &MeshData) | FRuntimeMeshData | friend |
| ParentMeshObject | FRuntimeMeshData | private |
| RemoveCollisionBox(int32 Index) | FRuntimeMeshData | |
| RemoveCollisionCapsule(int32 Index) | FRuntimeMeshData | |
| RemoveCollisionSphere(int32 Index) | FRuntimeMeshData | |
| RemoveConvexCollisionSection(int32 ConvexSectionIndex) | FRuntimeMeshData | |
| RenderProxy | FRuntimeMeshData | private |
| SendSectionPropertiesUpdate(int32 SectionIndex) | FRuntimeMeshData | private |
| SetCollisionBoxes(const TArray< FRuntimeMeshCollisionBox > &NewBoxes) | FRuntimeMeshData | |
| SetCollisionCapsules(const TArray< FRuntimeMeshCollisionCapsule > &NewCapsules) | FRuntimeMeshData | |
| SetCollisionConvexMeshes(const TArray< TArray< FVector >> &ConvexMeshes) | FRuntimeMeshData | |
| SetCollisionSpheres(const TArray< FRuntimeMeshCollisionSphere > &NewSpheres) | FRuntimeMeshData | |
| SetConvexCollisionSection(int32 ConvexSectionIndex, TArray< FVector > ConvexVerts) | FRuntimeMeshData | |
| SetMeshCollisionSection(int32 CollisionSectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles) | FRuntimeMeshData | |
| SetMeshSectionCastsShadow(int32 SectionIndex, bool bNewCastsShadow) | FRuntimeMeshData | |
| SetMeshSectionCollisionEnabled(int32 SectionIndex, bool bNewCollisionEnabled) | FRuntimeMeshData | |
| SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility) | FRuntimeMeshData | |
| SetSectionTessellationTriangles(int32 SectionId, const TArray< IndexType > &Triangles) | FRuntimeMeshData | inline |
| Setup(TWeakObjectPtr< URuntimeMesh > InParentMeshObject) | FRuntimeMeshData | private |
| SyncRoot | FRuntimeMeshData | private |
| UpdateLocalBounds() | FRuntimeMeshData | private |
| UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSection(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSection(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FColor > &Colors, const TArray< FRuntimeMeshTangent > &Tangents, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSection(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, const TArray< FColor > &Colors, const TArray< FRuntimeMeshTangent > &Tangents, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSection(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FColor > &Colors, const TArray< FRuntimeMeshTangent > &Tangents, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSection(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, const TArray< FColor > &Colors, const TArray< FRuntimeMeshTangent > &Tangents, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSection_Blueprint(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FRuntimeMeshTangent > &Tangents, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, const TArray< FLinearColor > &Colors, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false) | FRuntimeMeshData | |
| UpdateMeshSectionByMove(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSectionColors(int32 SectionIndex, TArray< FColor > &Colors, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | |
| UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionFromComponents(int32 SectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, const TArray< FVector > &Normals, const TArray< FVector2D > &UV0, const TArray< FVector2D > &UV1, TFunction< FColor(int32 Index)> ColorAccessor, int32 NumColors, const TArray< FRuntimeMeshTangent > &Tangents, ESectionUpdateFlags UpdateFlags) | FRuntimeMeshData | private |
| UpdateMeshSectionPacked_Blueprint(int32 SectionIndex, const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false) | FRuntimeMeshData | |
| UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionSecondaryBuffer(int32 SectionId, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionTertiaryBuffer(int32 SectionId, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionTriangles(int32 SectionId, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | FRuntimeMeshData | inline |
| UpdateSectionInternal(int32 SectionIndex, ERuntimeMeshBuffersToUpdate BuffersToUpdate, ESectionUpdateFlags UpdateFlags) | FRuntimeMeshData | private |
| UpdateSectionPropertiesInternal(int32 SectionIndex, bool bUpdateRequiresProxyRecreateIfStatic) | FRuntimeMeshData | private |
| URuntimeMesh class | FRuntimeMeshData | friend |
| ~FRuntimeMeshData() | FRuntimeMeshData |