URuntimeMesh Member List

This is the complete list of members for URuntimeMesh, including all inherited members.

AddCollisionBox(const FRuntimeMeshCollisionBox &NewBox)URuntimeMeshinline
AddCollisionCapsule(const FRuntimeMeshCollisionCapsule &NewCapsule)URuntimeMeshinline
AddCollisionSphere(const FRuntimeMeshCollisionSphere &NewSphere)URuntimeMeshinline
AddConvexCollisionSection(TArray< FVector > ConvexVerts)URuntimeMeshinline
AsyncBodySetupQueueURuntimeMeshprivate
bCollisionIsDirtyURuntimeMeshprivate
BeginSectionUpdate(int32 SectionId, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
BodySetupURuntimeMeshprivate
bShouldSerializeMeshDataURuntimeMeshprivate
bUseAsyncCookingURuntimeMeshprivate
bUseComplexAsSimpleCollisionURuntimeMeshprivate
ClearAllConvexCollisionSections()URuntimeMeshinline
ClearAllMeshCollisionSections()URuntimeMeshinline
ClearAllMeshSections()URuntimeMeshinline
ClearCollisionBoxes()URuntimeMeshinline
ClearCollisionCapsules()URuntimeMeshinline
ClearCollisionSpheres()URuntimeMeshinline
ClearConvexCollisionSection(int32 ConvexSectionIndex)URuntimeMeshinline
ClearMeshCollisionSection(int32 CollisionSectionIndex)URuntimeMeshinline
ClearMeshSection(int32 SectionIndex)URuntimeMeshinline
CollisionModeURuntimeMeshprivate
CollisionUpdatedURuntimeMesh
ContainsPhysicsTriMeshData(bool InUseAllTriData) const overrideURuntimeMeshprivatevirtual
CookCollisionNow()URuntimeMesh
CookTickObjectURuntimeMeshprivate
CopyCollisionElementsToBodySetup(UBodySetup *Setup)URuntimeMeshprivate
CreateMeshSection(int32 SectionIndex, bool bWantsHighPrecisionTangents, bool bWantsHighPrecisionUVs, int32 NumUVs, bool bWants32BitIndices, bool bCreateCollision, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average)URuntimeMeshinline
CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
CreateMeshSection(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
CreateMeshSection(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
CreateMeshSectionByMove(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
CreateMeshSectionDualBuffer(int32 SectionIndex, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
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)URuntimeMeshinline
CreateMeshSectionFromBuilder(int32 SectionId, URuntimeBlueprintMeshBuilder *MeshData, bool bCreateCollision=false, EUpdateFrequency UpdateFrequency=EUpdateFrequency::Average)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
DataURuntimeMeshprivate
DoesSectionExist(int32 SectionIndex) const URuntimeMeshinline
DoForAllLinkedComponents(Function Func)URuntimeMeshinlineprivate
EnsureProxyCreated(ERHIFeatureLevel::Type InFeatureLevel)URuntimeMeshinlineprivate
ForceProxyRecreate()URuntimeMeshprivate
FRuntimeMeshCollisionCookTickObjectURuntimeMeshfriend
FRuntimeMeshComponentSceneProxy classURuntimeMeshfriend
FRuntimeMeshData classURuntimeMeshfriend
GetAvailableSectionIndex() const URuntimeMeshinline
GetBodySetup()URuntimeMeshinline
GetCollisionMode() const URuntimeMeshinline
GetLocalBounds() const URuntimeMeshinline
GetMaterialFromCollisionFaceIndex(int32 FaceIndex, int32 &SectionIndex) const URuntimeMesh
GetMaterials()URuntimeMeshinline
GetNumSections() const URuntimeMeshinline
GetPhysicsTriMeshData(struct FTriMeshCollisionData *CollisionData, bool InUseAllTriData) overrideURuntimeMeshprivatevirtual
GetRuntimeMeshData() const URuntimeMeshinline
GetRuntimeMeshRenderProxy() const URuntimeMeshinline
GetSectionBoundingBox(int32 SectionIndex)URuntimeMeshinline
GetSectionIdAndFaceIdFromCollisionFaceIndex(int32 FaceIndex, int32 &SectionIndex, int32 &SectionFaceIndex) const URuntimeMesh
GetSectionIdFromCollisionFaceIndex(int32 FaceIndex) const URuntimeMesh
GetSectionIds() const URuntimeMeshinline
GetSectionMaterial(int32 SectionId)URuntimeMeshinline
GetSectionReadonly(int32 SectionId)URuntimeMeshinline
GetUsedMaterials(TArray< UMaterialInterface * > &OutMaterials) const URuntimeMeshinlineprivate
Initialize()URuntimeMeshinlineprivate
IsCollisionUsingAsyncCooking()URuntimeMeshinline
IsCollisionUsingComplexAsSimple()URuntimeMeshinline
IsMeshSectionCastingShadows(int32 SectionIndex) const URuntimeMeshinline
IsMeshSectionCollisionEnabled(int32 SectionIndex)URuntimeMeshinline
IsMeshSectionVisible(int32 SectionIndex) const URuntimeMeshinline
LinkedComponentsURuntimeMeshprivate
MarkChanged()URuntimeMeshinlineprivatevirtual
MarkCollisionDirty()URuntimeMeshprivate
MaterialsURuntimeMeshprivate
PostLoad()URuntimeMeshprivate
RegisterLinkedComponent(URuntimeMeshComponent *NewComponent)URuntimeMeshprivate
RemoveCollisionBox(int32 Index)URuntimeMeshinline
RemoveCollisionCapsule(int32 Index)URuntimeMeshinline
RemoveCollisionSphere(int32 Index)URuntimeMeshinline
SendSectionCreation(int32 SectionIndex)URuntimeMeshprivate
SendSectionPropertiesUpdate(int32 SectionIndex)URuntimeMeshprivate
Serialize(FArchive &Ar) overrideURuntimeMeshprivatevirtual
SetBasicBodySetupParameters(UBodySetup *Setup)URuntimeMeshprivate
SetCollisionBoxes(const TArray< FRuntimeMeshCollisionBox > &NewBoxes)URuntimeMeshinline
SetCollisionCapsules(const TArray< FRuntimeMeshCollisionCapsule > &NewCapsules)URuntimeMeshinline
SetCollisionConvexMeshes(const TArray< TArray< FVector >> &ConvexMeshes)URuntimeMeshinline
SetCollisionMode(ERuntimeMeshCollisionCookingMode NewMode)URuntimeMeshinline
SetCollisionSpheres(const TArray< FRuntimeMeshCollisionSphere > &NewSpheres)URuntimeMeshinline
SetCollisionUseAsyncCooking(bool bNewValue)URuntimeMeshinline
SetCollisionUseComplexAsSimple(bool bNewValue)URuntimeMeshinline
SetConvexCollisionSection(int32 ConvexSectionIndex, TArray< FVector > ConvexVerts)URuntimeMeshinline
SetMeshCollisionSection(int32 CollisionSectionIndex, const TArray< FVector > &Vertices, const TArray< int32 > &Triangles)URuntimeMeshinline
SetMeshSectionCastsShadow(int32 SectionIndex, bool bNewCastsShadow)URuntimeMeshinline
SetMeshSectionCollisionEnabled(int32 SectionIndex, bool bNewCollisionEnabled)URuntimeMeshinline
SetMeshSectionVisible(int32 SectionIndex, bool bNewVisibility)URuntimeMeshinline
SetSectionMaterial(int32 SectionId, UMaterialInterface *Material)URuntimeMeshinline
SetSectionTessellationTriangles(int32 SectionId, const TArray< int32 > &Triangles)URuntimeMeshinline
SetSectionTessellationTriangles(int32 SectionId, const TArray< IndexType > &Triangles)URuntimeMeshinline
SetShouldSerializeMeshData(bool bShouldSerialize)URuntimeMeshinline
ShouldSerializeMeshData()URuntimeMeshinline
UnRegisterLinkedComponent(URuntimeMeshComponent *ComponentToRemove)URuntimeMeshprivate
UpdateCollision(bool bForceCookNow=false)URuntimeMeshprivate
UpdateLocalBounds()URuntimeMeshprivate
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSection(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSection(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
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)URuntimeMeshinline
UpdateMeshSectionByMove(int32 SectionId, const TSharedPtr< FRuntimeMeshBuilder > &MeshData, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionDualBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionFromBuilder(int32 SectionId, URuntimeBlueprintMeshBuilder *MeshData)URuntimeMeshinline
UpdateMeshSectionPacked_Blueprint(int32 SectionIndex, const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCalculateNormalTangent=false, bool bShouldCreateHardTangents=false, bool bGenerateTessellationTriangles=false)URuntimeMeshinline
UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionPrimaryBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionSecondaryBuffer(int32 SectionId, TArray< VertexType1 > &InVertices1, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionTertiaryBuffer(int32 SectionId, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionTriangles(int32 SectionId, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
UpdateMeshSectionTripleBuffer(int32 SectionId, TArray< VertexType0 > &InVertices0, TArray< VertexType1 > &InVertices1, TArray< VertexType2 > &InVertices2, TArray< IndexType > &InTriangles, const FBox &BoundingBox, ESectionUpdateFlags UpdateFlags=ESectionUpdateFlags::None)URuntimeMeshinline
URuntimeMeshComponent classURuntimeMeshfriend
WantsNegXTriMesh() overrideURuntimeMeshinlineprivatevirtual


librealsense2
Author(s): Sergey Dorodnicov , Doron Hirshberg , Mark Horn , Reagan Lopez , Itay Carpis
autogenerated on Mon May 3 2021 02:50:33