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 |