This is the complete list of members for URuntimeMesh, including all inherited members.
AddCollisionBox(const FRuntimeMeshCollisionBox &NewBox) | URuntimeMesh | inline |
AddCollisionCapsule(const FRuntimeMeshCollisionCapsule &NewCapsule) | URuntimeMesh | inline |
AddCollisionSphere(const FRuntimeMeshCollisionSphere &NewSphere) | URuntimeMesh | inline |
AddConvexCollisionSection(TArray< FVector > ConvexVerts) | URuntimeMesh | inline |
AsyncBodySetupQueue | URuntimeMesh | private |
bCollisionIsDirty | URuntimeMesh | private |
BeginSectionUpdate(int32 SectionId, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
BodySetup | URuntimeMesh | private |
bShouldSerializeMeshData | URuntimeMesh | private |
bUseAsyncCooking | URuntimeMesh | private |
bUseComplexAsSimpleCollision | URuntimeMesh | private |
ClearAllConvexCollisionSections() | URuntimeMesh | inline |
ClearAllMeshCollisionSections() | URuntimeMesh | inline |
ClearAllMeshSections() | URuntimeMesh | inline |
ClearCollisionBoxes() | URuntimeMesh | inline |
ClearCollisionCapsules() | URuntimeMesh | inline |
ClearCollisionSpheres() | URuntimeMesh | inline |
ClearConvexCollisionSection(int32 ConvexSectionIndex) | URuntimeMesh | inline |
ClearMeshCollisionSection(int32 CollisionSectionIndex) | URuntimeMesh | inline |
ClearMeshSection(int32 SectionIndex) | URuntimeMesh | inline |
CollisionMode | URuntimeMesh | private |
CollisionUpdated | URuntimeMesh | |
ContainsPhysicsTriMeshData(bool InUseAllTriData) const override | URuntimeMesh | privatevirtual |
CookCollisionNow() | URuntimeMesh | |
CookTickObject | URuntimeMesh | private |
CopyCollisionElementsToBodySetup(UBodySetup *Setup) | URuntimeMesh | private |
CreateMeshSection(int32 SectionIndex, bool bWantsHighPrecisionTangents, bool bWantsHighPrecisionUVs, int32 NumUVs, bool bWants32BitIndices, bool bCreateCollision, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average) | URuntimeMesh | inline |
CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
CreateMeshSection(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
CreateMeshSectionByMove(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
CreateMeshSectionDualBuffer(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | 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) | URuntimeMesh | inline |
CreateMeshSectionFromBuilder(int32 SectionId, URuntimeBlueprintMeshBuilder *MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | 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) | URuntimeMesh | inline |
Data | URuntimeMesh | private |
DoesSectionExist(int32 SectionIndex) const | URuntimeMesh | inline |
DoForAllLinkedComponents(Function Func) | URuntimeMesh | inlineprivate |
EnsureProxyCreated(ERHIFeatureLevel::Type InFeatureLevel) | URuntimeMesh | inlineprivate |
ForceProxyRecreate() | URuntimeMesh | private |
FRuntimeMeshCollisionCookTickObject | URuntimeMesh | friend |
FRuntimeMeshComponentSceneProxy class | URuntimeMesh | friend |
FRuntimeMeshData class | URuntimeMesh | friend |
GetAvailableSectionIndex() const | URuntimeMesh | inline |
GetBodySetup() | URuntimeMesh | inline |
GetCollisionMode() const | URuntimeMesh | inline |
GetLocalBounds() const | URuntimeMesh | inline |
GetMaterialFromCollisionFaceIndex(int32 FaceIndex, int32 &SectionIndex) const | URuntimeMesh | |
GetMaterials() | URuntimeMesh | inline |
GetNumSections() const | URuntimeMesh | inline |
GetPhysicsTriMeshData(struct FTriMeshCollisionData *CollisionData, bool InUseAllTriData) override | URuntimeMesh | privatevirtual |
GetRuntimeMeshData() const | URuntimeMesh | inline |
GetRuntimeMeshRenderProxy() const | URuntimeMesh | inline |
GetSectionBoundingBox(int32 SectionIndex) | URuntimeMesh | inline |
GetSectionIdAndFaceIdFromCollisionFaceIndex(int32 FaceIndex, int32 &SectionIndex, int32 &SectionFaceIndex) const | URuntimeMesh | |
GetSectionIdFromCollisionFaceIndex(int32 FaceIndex) const | URuntimeMesh | |
GetSectionIds() const | URuntimeMesh | inline |
GetSectionMaterial(int32 SectionId) | URuntimeMesh | inline |
GetSectionReadonly(int32 SectionId) | URuntimeMesh | inline |
GetUsedMaterials(TArray< UMaterialInterface * > &OutMaterials) const | URuntimeMesh | inlineprivate |
Initialize() | URuntimeMesh | inlineprivate |
IsCollisionUsingAsyncCooking() | URuntimeMesh | inline |
IsCollisionUsingComplexAsSimple() | URuntimeMesh | inline |
IsMeshSectionCastingShadows(int32 SectionIndex) const | URuntimeMesh | inline |
IsMeshSectionCollisionEnabled(int32 SectionIndex) | URuntimeMesh | inline |
IsMeshSectionVisible(int32 SectionIndex) const | URuntimeMesh | inline |
LinkedComponents | URuntimeMesh | private |
MarkChanged() | URuntimeMesh | inlineprivatevirtual |
MarkCollisionDirty() | URuntimeMesh | private |
Materials | URuntimeMesh | private |
PostLoad() | URuntimeMesh | private |
RegisterLinkedComponent(URuntimeMeshComponent *NewComponent) | URuntimeMesh | private |
RemoveCollisionBox(int32 Index) | URuntimeMesh | inline |
RemoveCollisionCapsule(int32 Index) | URuntimeMesh | inline |
RemoveCollisionSphere(int32 Index) | URuntimeMesh | inline |
SendSectionCreation(int32 SectionIndex) | URuntimeMesh | private |
SendSectionPropertiesUpdate(int32 SectionIndex) | URuntimeMesh | private |
Serialize(FArchive &Ar) override | URuntimeMesh | privatevirtual |
SetBasicBodySetupParameters(UBodySetup *Setup) | URuntimeMesh | private |
SetCollisionBoxes(const TArray< FRuntimeMeshCollisionBox > &NewBoxes) | URuntimeMesh | inline |
SetCollisionCapsules(const TArray< FRuntimeMeshCollisionCapsule > &NewCapsules) | URuntimeMesh | inline |
SetCollisionConvexMeshes(const TArray< TArray< FVector >> &ConvexMeshes) | URuntimeMesh | inline |
SetCollisionMode(ERuntimeMeshCollisionCookingMode NewMode) | URuntimeMesh | inline |
SetCollisionSpheres(const TArray< FRuntimeMeshCollisionSphere > &NewSpheres) | URuntimeMesh | inline |
SetCollisionUseAsyncCooking(bool bNewValue) | URuntimeMesh | inline |
SetCollisionUseComplexAsSimple(bool bNewValue) | URuntimeMesh | inline |
SetConvexCollisionSection(int32 ConvexSectionIndex, TArray< FVector > ConvexVerts) | URuntimeMesh | inline |
SetMeshCollisionSection(int32 CollisionSectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles) | URuntimeMesh | inline |
SetMeshSectionCastsShadow(int32 SectionIndex, bool bNewCastsShadow) | URuntimeMesh | inline |
SetMeshSectionCollisionEnabled(int32 SectionIndex, bool bNewCollisionEnabled) | URuntimeMesh | inline |
SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility) | URuntimeMesh | inline |
SetSectionMaterial(int32 SectionId, UMaterialInterface *Material) | URuntimeMesh | inline |
SetSectionTessellationTriangles(int32 SectionId, const TArray< int32 > &Triangles) | URuntimeMesh | inline |
SetSectionTessellationTriangles(int32 SectionId, const TArray< IndexType > &Triangles) | URuntimeMesh | inline |
SetShouldSerializeMeshData(bool bShouldSerialize) | URuntimeMesh | inline |
ShouldSerializeMeshData() | URuntimeMesh | inline |
UnRegisterLinkedComponent(URuntimeMeshComponent *ComponentToRemove) | URuntimeMesh | private |
UpdateCollision(bool bForceCookNow=false) | URuntimeMesh | private |
UpdateLocalBounds() | URuntimeMesh | private |
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSection(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
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) | URuntimeMesh | inline |
UpdateMeshSectionByMove(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionFromBuilder(int32 SectionId, URuntimeBlueprintMeshBuilder *MeshData) | URuntimeMesh | inline |
UpdateMeshSectionPacked_Blueprint(int32 SectionIndex, const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false) | URuntimeMesh | inline |
UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionSecondaryBuffer(int32 SectionId, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionTertiaryBuffer(int32 SectionId, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionTriangles(int32 SectionId, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) | URuntimeMesh | inline |
URuntimeMeshComponent class | URuntimeMesh | friend |
WantsNegXTriMesh() override | URuntimeMesh | inlineprivatevirtual |