| UDynamicMesh* SplitMeshByVertexOverlap(UDynamicMesh* TargetMesh, const TArray<UDynamicMesh*>& ComponentMeshes, UDynamicMeshPool* MeshPool, double ConnectVerticesThreshold, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x38 |
| UDynamicMesh* SplitMeshByPolygroups(UDynamicMesh* TargetMesh, const FGeometryScriptGroupLayer& GroupLayer, const TArray<UDynamicMesh*>& ComponentMeshes, const TArray<int32>& ComponentPolygroups, UDynamicMeshPool* MeshPool, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x48 |
| UDynamicMesh* SplitMeshByMaterialIDs(UDynamicMesh* TargetMesh, const TArray<UDynamicMesh*>& ComponentMeshes, const TArray<int32>& ComponentMaterialIDs, UDynamicMeshPool* MeshPool, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x40 |
| UDynamicMesh* SplitMeshByComponents(UDynamicMesh* TargetMesh, const TArray<UDynamicMesh*>& ComponentMeshes, UDynamicMeshPool* MeshPool, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x30 |
| void SortMeshesByVolume(const TArray<UDynamicMesh*>& Meshes, bool bStableSort, const EArraySortOrder& SortOrder) | FinalNative+2 flags | | 0x12 |
| void SortMeshesByCustomValues(const TArray<UDynamicMesh*>& Meshes, const TArray<float>& ValuesToSortBy, bool bStableSort, const EArraySortOrder& SortOrder) | FinalNative+2 flags | | 0x22 |
| void SortMeshesByBoundsVolume(const TArray<UDynamicMesh*>& Meshes, bool bStableSort, const EArraySortOrder& SortOrder) | FinalNative+2 flags | | 0x12 |
| void SortMeshesByArea(const TArray<UDynamicMesh*>& Meshes, bool bStableSort, const EArraySortOrder& SortOrder) | FinalNative+2 flags | | 0x12 |
| UDynamicMesh* GetSubMeshFromMesh(UDynamicMesh* TargetMesh, const UDynamicMesh*& StoreToSubmesh, const FGeometryScriptIndexList& TriangleList, const UDynamicMesh*& StoreToSubmeshOut, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x40 |
| UDynamicMesh* CopyMeshToMesh(UDynamicMesh* CopyFromMesh, const UDynamicMesh*& CopyToMesh, const UDynamicMesh*& CopyToMeshOut, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x28 |
| UDynamicMesh* CopyMeshSelectionToMesh(UDynamicMesh* TargetMesh, const UDynamicMesh*& StoreToSubmesh, const FGeometryScriptMeshSelection& Selection, const UDynamicMesh*& StoreToSubmeshOut, bool bAppendToExisting, bool bPreserveGroupIDs, UGeometryScriptDebug* Debug) | FinalNative+2 flags | | 0x40 |