| UDynamicMesh* SelectMeshElementsInBoxWithBVH(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& QueryBVH, const FBox& QueryBox, const FGeometryScriptSpatialQueryOptions& Options, FGeometryScriptMeshSelection& Selection, const EGeometryScriptMeshSelectionType& SelectionType, int32 MinNumTrianglePoints, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x98 |
| void ResetBVH(FGeometryScriptDynamicMeshBVH& ResetBVH) | FinalNative+2 flags | | 0x20 |
| UDynamicMesh* RebuildBVHForMesh(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& UpdateBVH, bool bOnlyIfInvalid, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x40 |
| UDynamicMesh* IsPointInsideMesh(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& QueryBVH, const FVector& QueryPoint, const FGeometryScriptSpatialQueryOptions& Options, const bool& bIsInside, const EGeometryScriptContainmentOutcomePins& Outcome, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x60 |
| UDynamicMesh* IsBVHValidForMesh(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& TestBVH, const bool& bIsValid, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x40 |
| UDynamicMesh* FindNearestRayIntersectionWithMesh(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& QueryBVH, const FVector& RayOrigin, const FVector& RayDirection, const FGeometryScriptSpatialQueryOptions& Options, FGeometryScriptRayHitResult& HitResult, const EGeometryScriptSearchOutcomePins& Outcome, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0xC0 |
| UDynamicMesh* FindNearestPointOnMesh(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& QueryBVH, const FVector& QueryPoint, const FGeometryScriptSpatialQueryOptions& Options, FGeometryScriptTrianglePoint& NearestResult, const EGeometryScriptSearchOutcomePins& Outcome, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0xA0 |
| UDynamicMesh* BuildBVHForMesh(UDynamicMesh* TargetMesh, FGeometryScriptDynamicMeshBVH& OutputBVH, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x38 |