This is the complete list of members for URuntimeMeshLibrary, including all inherited members.
CalculateTangentsForMesh(const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, TArray< FVector > &Normals, const TArray< FVector2D > &UVs, TArray< FRuntimeMeshTangent > &Tangents, bool bCreateSmoothNormals=true) | URuntimeMeshLibrary | static |
CalculateTangentsForMesh(TArray< FRuntimeMeshVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCreateSmoothNormals=true) | URuntimeMeshLibrary | static |
CalculateTangentsForMesh(const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor, bool bCreateSmoothNormals=true) | URuntimeMeshLibrary | static |
CalculateTangentsForMesh(TFunction< int32(int32 Index)> IndexAccessor, TFunction< FVector(int32 Index)> VertexAccessor, TFunction< FVector2D(int32 Index)> UVAccessor, TFunction< void(int32 Index, FVector TangentX, FVector TangentY, FVector TangentZ)> TangentSetter, int32 NumVertices, int32 NumUVs, int32 NumIndices, bool bCreateSmoothNormals) | URuntimeMeshLibrary | privatestatic |
CalculateTangentsForMeshPacked(TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCreateSmoothNormals=true) | URuntimeMeshLibrary | static |
CopyCollisionFromStaticMesh(UStaticMesh *StaticMesh, URuntimeMesh *RuntimeMesh) | URuntimeMeshLibrary | static |
CopyCollisionFromStaticMesh(UStaticMeshComponent *StaticMeshComponent, URuntimeMesh *RuntimeMesh) | URuntimeMeshLibrary | inlinestatic |
CopyStaticMeshToRuntimeMesh(UStaticMeshComponent *StaticMeshComponent, int32 LODIndex, URuntimeMesh *RuntimeMesh, bool bCreateCollision) | URuntimeMeshLibrary | static |
CopyStaticMeshToRuntimeMeshComponent(UStaticMeshComponent *StaticMeshComponent, int32 LODIndex, URuntimeMeshComponent *RuntimeMeshComponent, bool bCreateCollision) | URuntimeMeshLibrary | static |
GenerateTessellationIndexBuffer(const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, TArray< FVector > &Normals, const TArray< FVector2D > &UVs, TArray< FRuntimeMeshTangent > &Tangents) | URuntimeMeshLibrary | static |
GenerateTessellationIndexBuffer(const TArray< FRuntimeMeshVertexSimple > &Vertices, const TArray< int32 > &Triangles) | URuntimeMeshLibrary | static |
GenerateTessellationIndexBuffer(const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor) | URuntimeMeshLibrary | static |
GenerateTessellationIndexBuffer(const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor, const TSharedPtr< FRuntimeMeshIndicesAccessor > &OutTessellationIndices) | URuntimeMeshLibrary | static |
GenerateTessellationIndexBufferPacked(const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles) | URuntimeMeshLibrary | static |
GetNewIndexForOldVertIndex(const FPositionVertexBuffer *PosBuffer, const FStaticMeshVertexBuffer *VertBuffer, const FColorVertexBuffer *ColorBuffer, TMap< int32, int32 > &MeshToSectionVertMap, int32 VertexIndex, int32 NumUVChannels, TFunction< int32(FVector Position, FVector TangentX, FVector TangentY, FVector TangentZ)> VertexCreator, TFunction< void(int32 VertexIndex, int32 UVIndex, FVector2D UV)> UVSetter, TFunction< void(int32 VertexIndex, FColor Color)> ColorSetter) | URuntimeMeshLibrary | privatestatic |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FVector > &Vertices, TArray< int32 > &Triangles, TArray< FVector > &Normals, TArray< FVector2D > &UVs, TArray< FColor > &Colors, TArray< FRuntimeMeshTangent > &Tangents) | URuntimeMeshLibrary | static |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FRuntimeMeshVertexSimple > &Vertices, TArray< int32 > &Triangles) | URuntimeMeshLibrary | static |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FRuntimeMeshVertexSimple > &Vertices, TArray< int32 > &Triangles, TArray< int32 > &AdjacencyTriangles) | URuntimeMeshLibrary | static |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor) | URuntimeMeshLibrary | static |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor, const TSharedPtr< FRuntimeMeshIndicesAccessor > &TessellationIndicesAccessor) | URuntimeMeshLibrary | static |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< VertexType0 > &Vertices, TArray< IndexType > &Triangles) | URuntimeMeshLibrary | inlinestatic |
GetStaticMeshSection(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, int32 NumSupportedUVs, TFunction< int32(FVector Position, FVector TangentX, FVector TangentY, FVector TangentZ)> VertexCreator, TFunction< void(int32 VertexIndex, int32 UVIndex, FVector2D UV)> UVSetter, TFunction< void(int32 VertexIndex, FColor Color)> ColorSetter, TFunction< void(int32)> IndexCreator, TFunction< void(int32)> AdjacencyIndexCreator) | URuntimeMeshLibrary | privatestatic |
GetStaticMeshSectionPacked(UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, TArray< int32 > &Triangles) | URuntimeMeshLibrary | static |