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int32 | AddCollisionBox (const FRuntimeMeshCollisionBox &NewBox) |
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int32 | AddCollisionCapsule (const FRuntimeMeshCollisionCapsule &NewCapsule) |
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int32 | AddCollisionSphere (const FRuntimeMeshCollisionSphere &NewSphere) |
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int32 | AddConvexCollisionSection (TArray< FVector > ConvexVerts) |
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TUniquePtr< FRuntimeMeshScopedUpdater > | BeginSectionUpdate (int32 SectionId, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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void | ClearAllConvexCollisionSections () |
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void | ClearAllMeshCollisionSections () |
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void | ClearAllMeshSections () |
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void | ClearCollisionBoxes () |
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void | ClearCollisionCapsules () |
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void | ClearCollisionSpheres () |
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void | ClearConvexCollisionSection (int32 ConvexSectionIndex) |
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void | ClearMeshCollisionSection (int32 CollisionSectionIndex) |
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void | ClearMeshSection (int32 SectionIndex) |
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void | CookCollisionNow () |
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void | CreateMeshSection (int32 SectionIndex, bool bWantsHighPrecisionTangents, bool bWantsHighPrecisionUVs, int32 NumUVs, bool bWants32BitIndices, bool bCreateCollision, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average) |
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template<typename VertexType0 , typename IndexType > |
FORCEINLINE void | CreateMeshSection (int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename IndexType > |
FORCEINLINE void | CreateMeshSection (int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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FORCEINLINE void | CreateMeshSection (int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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FORCEINLINE void | 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) |
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FORCEINLINE void | 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) |
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void | 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) |
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FORCEINLINE void | CreateMeshSectionByMove (int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename IndexType > |
FORCEINLINE void | CreateMeshSectionDualBuffer (int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename IndexType > |
FORCEINLINE void | 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) |
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void | CreateMeshSectionFromBuilder (int32 SectionId, URuntimeBlueprintMeshBuilder *MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average) |
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void | 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) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 , typename IndexType > |
FORCEINLINE void | 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) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 , typename IndexType > |
FORCEINLINE void | 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) |
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bool | DoesSectionExist (int32 SectionIndex) const |
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int32 | GetAvailableSectionIndex () const |
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UBodySetup * | GetBodySetup () |
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ERuntimeMeshCollisionCookingMode | GetCollisionMode () const |
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FBoxSphereBounds | GetLocalBounds () const |
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UMaterialInterface * | GetMaterialFromCollisionFaceIndex (int32 FaceIndex, int32 &SectionIndex) const |
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TArray< UMaterialInterface * > | GetMaterials () |
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int32 | GetNumSections () const |
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FRuntimeMeshDataRef | GetRuntimeMeshData () const |
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FRuntimeMeshProxyPtr | GetRuntimeMeshRenderProxy () const |
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FBox | GetSectionBoundingBox (int32 SectionIndex) |
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void | GetSectionIdAndFaceIdFromCollisionFaceIndex (int32 FaceIndex, int32 &SectionIndex, int32 &SectionFaceIndex) const |
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int32 | GetSectionIdFromCollisionFaceIndex (int32 FaceIndex) const |
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TArray< int32 > | GetSectionIds () const |
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UMaterialInterface * | GetSectionMaterial (int32 SectionId) |
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TUniquePtr< FRuntimeMeshScopedUpdater > | GetSectionReadonly (int32 SectionId) |
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bool | IsCollisionUsingAsyncCooking () |
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bool | IsCollisionUsingComplexAsSimple () |
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bool | IsMeshSectionCastingShadows (int32 SectionIndex) const |
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bool | IsMeshSectionCollisionEnabled (int32 SectionIndex) |
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bool | IsMeshSectionVisible (int32 SectionIndex) const |
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void | RemoveCollisionBox (int32 Index) |
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void | RemoveCollisionCapsule (int32 Index) |
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void | RemoveCollisionSphere (int32 Index) |
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void | SetCollisionBoxes (const TArray< FRuntimeMeshCollisionBox > &NewBoxes) |
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void | SetCollisionCapsules (const TArray< FRuntimeMeshCollisionCapsule > &NewCapsules) |
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void | SetCollisionConvexMeshes (const TArray< TArray< FVector >> &ConvexMeshes) |
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void | SetCollisionMode (ERuntimeMeshCollisionCookingMode NewMode) |
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void | SetCollisionSpheres (const TArray< FRuntimeMeshCollisionSphere > &NewSpheres) |
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void | SetCollisionUseAsyncCooking (bool bNewValue) |
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void | SetCollisionUseComplexAsSimple (bool bNewValue) |
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void | SetConvexCollisionSection (int32 ConvexSectionIndex, TArray< FVector > ConvexVerts) |
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void | SetMeshCollisionSection (int32 CollisionSectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles) |
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void | SetMeshSectionCastsShadow (int32 SectionIndex, bool bNewCastsShadow) |
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void | SetMeshSectionCollisionEnabled (int32 SectionIndex, bool bNewCollisionEnabled) |
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void | SetMeshSectionVisible (int32 SectionIndex, bool bNewVisibility) |
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void | SetSectionMaterial (int32 SectionId, UMaterialInterface *Material) |
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void | SetSectionTessellationTriangles (int32 SectionId, const TArray< int32 > &Triangles) |
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template<typename IndexType > |
void | SetSectionTessellationTriangles (int32 SectionId, const TArray< IndexType > &Triangles) |
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void | SetShouldSerializeMeshData (bool bShouldSerialize) |
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bool | ShouldSerializeMeshData () |
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template<typename VertexType0 > |
FORCEINLINE void | UpdateMeshSection (int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 > |
FORCEINLINE void | UpdateMeshSection (int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename IndexType > |
FORCEINLINE void | UpdateMeshSection (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename IndexType > |
FORCEINLINE void | UpdateMeshSection (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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FORCEINLINE void | UpdateMeshSection (int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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FORCEINLINE void | 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) |
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FORCEINLINE void | 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) |
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FORCEINLINE void | 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) |
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FORCEINLINE void | 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) |
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void | 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) |
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FORCEINLINE void | UpdateMeshSectionByMove (int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 > |
FORCEINLINE void | UpdateMeshSectionDualBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 > |
FORCEINLINE void | UpdateMeshSectionDualBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename IndexType > |
FORCEINLINE void | UpdateMeshSectionDualBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename IndexType > |
FORCEINLINE void | UpdateMeshSectionDualBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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void | UpdateMeshSectionFromBuilder (int32 SectionId, URuntimeBlueprintMeshBuilder *MeshData) |
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void | UpdateMeshSectionPacked_Blueprint (int32 SectionIndex, const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false) |
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template<typename VertexType0 > |
FORCEINLINE void | UpdateMeshSectionPrimaryBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 > |
FORCEINLINE void | UpdateMeshSectionPrimaryBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType1 > |
FORCEINLINE void | UpdateMeshSectionSecondaryBuffer (int32 SectionId, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType2 > |
FORCEINLINE void | UpdateMeshSectionTertiaryBuffer (int32 SectionId, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename IndexType > |
FORCEINLINE void | UpdateMeshSectionTriangles (int32 SectionId, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 > |
FORCEINLINE void | UpdateMeshSectionTripleBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 > |
FORCEINLINE void | UpdateMeshSectionTripleBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 , typename IndexType > |
FORCEINLINE void | UpdateMeshSectionTripleBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 , typename IndexType > |
FORCEINLINE void | UpdateMeshSectionTripleBuffer (int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None) |
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