FRuntimeMeshData Member List

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 FRuntimeMeshDataprivate
CheckCreate(int32 NumUVs, bool bIndexIsValid) const FRuntimeMeshDataprivate
CheckCreateLegacy() const FRuntimeMeshDatainlineprivate
CheckCreateLegacyInternal(const FRuntimeMeshVertexStreamStructure &Stream0Structure, const FRuntimeMeshVertexStreamStructure &Stream1Structure, const FRuntimeMeshVertexStreamStructure &Stream2Structure, bool bIsIndexValid) const FRuntimeMeshDataprivate
CheckUpdate(bool bUseHighPrecisionTangents, bool bUseHighPrecisionUVs, int32 NumUVs, bool b32BitIndices, int32 SectionIndex, bool bShouldCheckIndexType, bool bCheckTangentVertexStream, bool bCheckUVVertexStream) const FRuntimeMeshDataprivate
CheckUpdate(int32 SectionIndex, bool bShouldCheckIndexType, bool bCheckTangentVertexStream, bool bCheckUVVertexStream) const FRuntimeMeshDatainlineprivate
CheckUpdateLegacy(int32 SectionIndex, bool bShouldCheckIndexType=true) const FRuntimeMeshDatainlineprivate
ClearAllMeshCollisionSections()FRuntimeMeshData
ClearAllMeshSections()FRuntimeMeshData
ClearCollisionBoxes()FRuntimeMeshData
ClearCollisionCapsules()FRuntimeMeshData
ClearCollisionSpheres()FRuntimeMeshData
ClearConvexCollisionSections()FRuntimeMeshData
ClearMeshCollisionSection(int32 CollisionSectionIndex)FRuntimeMeshData
ClearMeshSection(int32 SectionIndex)FRuntimeMeshData
CollisionBoxesFRuntimeMeshDataprivate
CollisionCapsulesFRuntimeMeshDataprivate
CollisionSpheresFRuntimeMeshDataprivate
ContainsPhysicsTriMeshData(bool InUseAllTriData) const FRuntimeMeshDataprivate
ConvexCollisionSectionsFRuntimeMeshDataprivate
CopyCollisionElementsToBodySetup(UBodySetup *Setup)FRuntimeMeshDataprivate
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)FRuntimeMeshDatainline
CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
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)FRuntimeMeshDatainline
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)FRuntimeMeshDatainline
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)FRuntimeMeshDataprivate
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)FRuntimeMeshDatainline
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)FRuntimeMeshDatainline
CreateOrResetSection(int32 SectionId, EUpdateFrequency UpdateFrequency)FRuntimeMeshDatainlineprivate
CreateOrResetSection(int32 SectionId, bool bInUseHighPrecisionTangents, bool bInUseHighPrecisionUVs, int32 InNumUVs, bool b32BitIndices, EUpdateFrequency UpdateFrequency)FRuntimeMeshDataprivate
CreateOrResetSectionForBlueprint(int32 SectionId, bool bWantsSecondUV, bool bHighPrecisionTangents, bool bHighPrecisionUVs, EUpdateFrequency UpdateFrequency)FRuntimeMeshDataprivate
CreateSectionInternal(int32 SectionIndex, ESectionUpdateFlags UpdateFlags)FRuntimeMeshDataprivate
DoesSectionExist(int32 SectionIndex) const FRuntimeMeshData
DoOnGameThread(FRuntimeMeshGameThreadTaskDelegate Func)FRuntimeMeshDataprivate
EndSectionUpdate(FRuntimeMeshScopedUpdater *Updater, ERuntimeMeshBuffersToUpdate BuffersToUpdate, const FBox *BoundingBox=nullptr)FRuntimeMeshDataprivate
EnsureProxyCreated(ERHIFeatureLevel::Type InFeatureLevel)FRuntimeMeshDataprivate
EnterSerializedMode()FRuntimeMeshData
FRuntimeMeshData()FRuntimeMeshData
FRuntimeMeshScopedUpdater classFRuntimeMeshDatafriend
GetAvailableSectionIndex() const FRuntimeMeshData
GetLastSectionIndex() const FRuntimeMeshData
GetLocalBounds() const FRuntimeMeshData
GetNumSections() const FRuntimeMeshData
GetPhysicsTriMeshData(struct FTriMeshCollisionData *CollisionData, bool InUseAllTriData)FRuntimeMeshDataprivate
GetReadonlyMeshAccessor(int32 SectionId)FRuntimeMeshDataprivate
GetRenderProxy() const FRuntimeMeshDatainlineprivate
GetSection(int32 SectionIndex)FRuntimeMeshDatainlineprivate
GetSectionAndFaceFromCollisionFaceIndex(int32 &FaceIndex) const FRuntimeMeshDataprivate
GetSectionBoundingBox(int32 SectionIndex)FRuntimeMeshData
GetSectionFromCollisionFaceIndex(int32 FaceIndex) const FRuntimeMeshDataprivate
GetSectionIds() const FRuntimeMeshData
GetSectionReadonly(int32 SectionId)FRuntimeMeshData
HandleCommonSectionUpdateFlags(int32 SectionIndex, ESectionUpdateFlags UpdateFlags, ERuntimeMeshBuffersToUpdate &BuffersToUpdate)FRuntimeMeshDataprivate
Initialize()FRuntimeMeshDataprivate
IsMeshSectionCastingShadows(int32 SectionIndex) const FRuntimeMeshData
IsMeshSectionCollisionEnabled(int32 SectionIndex)FRuntimeMeshData
IsMeshSectionVisible(int32 SectionIndex) const FRuntimeMeshData
LocalBoundsFRuntimeMeshDataprivate
MarkChanged()FRuntimeMeshDataprivate
MarkCollisionDirty(bool bSkipChangedFlag=false)FRuntimeMeshDataprivate
MarkRenderStateDirty()FRuntimeMeshDataprivate
MeshCollisionSectionsFRuntimeMeshDataprivate
MeshSectionsFRuntimeMeshDataprivate
operator<<(FArchive &Ar, FRuntimeMeshData &MeshData)FRuntimeMeshDatafriend
ParentMeshObjectFRuntimeMeshDataprivate
RemoveCollisionBox(int32 Index)FRuntimeMeshData
RemoveCollisionCapsule(int32 Index)FRuntimeMeshData
RemoveCollisionSphere(int32 Index)FRuntimeMeshData
RemoveConvexCollisionSection(int32 ConvexSectionIndex)FRuntimeMeshData
RenderProxyFRuntimeMeshDataprivate
SendSectionPropertiesUpdate(int32 SectionIndex)FRuntimeMeshDataprivate
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)FRuntimeMeshDatainline
Setup(TWeakObjectPtr< URuntimeMesh > InParentMeshObject)FRuntimeMeshDataprivate
SyncRootFRuntimeMeshDataprivate
UpdateLocalBounds()FRuntimeMeshDataprivate
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
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)FRuntimeMeshDatainline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
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)FRuntimeMeshDataprivate
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)FRuntimeMeshDatainline
UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionSecondaryBuffer(int32 SectionId, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionTertiaryBuffer(int32 SectionId, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionTriangles(int32 SectionId, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)FRuntimeMeshDatainline
UpdateSectionInternal(int32 SectionIndex, ERuntimeMeshBuffersToUpdate BuffersToUpdate, ESectionUpdateFlags UpdateFlags)FRuntimeMeshDataprivate
UpdateSectionPropertiesInternal(int32 SectionIndex, bool bUpdateRequiresProxyRecreateIfStatic)FRuntimeMeshDataprivate
URuntimeMesh classFRuntimeMeshDatafriend
~FRuntimeMeshData()FRuntimeMeshData


librealsense2
Author(s): Sergey Dorodnicov , Doron Hirshberg , Mark Horn , Reagan Lopez , Itay Carpis
autogenerated on Mon May 3 2021 02:50:31