| bool IsValidVertexID(UDynamicMesh* TargetMesh, int32 VertexID) | FinalNative+2 flags | | 0x0D |
| bool IsValidTriangleID(UDynamicMesh* TargetMesh, int32 TriangleID) | FinalNative+2 flags | | 0x0D |
| FVector GetVertexPosition(UDynamicMesh* TargetMesh, int32 VertexID, const bool& bIsValidVertex) | FinalNative+2 flags | | 0x28 |
| int32 GetVertexCount(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| UDynamicMesh* GetVertexConnectedVertices(UDynamicMesh* TargetMesh, int32 VertexID, const TArray<int32>& Vertices) | FinalNative+2 flags | | 0x28 |
| UDynamicMesh* GetVertexConnectedTriangles(UDynamicMesh* TargetMesh, int32 VertexID, const TArray<int32>& Triangles) | FinalNative+2 flags | | 0x28 |
| FBox2D GetUVSetBoundingBox(UDynamicMesh* TargetMesh, int32 UvSetIndex, const bool& bIsValidUVSet, const bool& bUVSetIsEmpty) | FinalNative+2 flags | | 0x38 |
| UDynamicMesh* GetTriangleVertexColors(UDynamicMesh* TargetMesh, int32 TriangleID, const FLinearColor& Color1, const FLinearColor& Color2, const FLinearColor& Color3, const bool& bTriHasValidVertexColors) | FinalNative+2 flags | | 0x48 |
| void GetTriangleUVs(UDynamicMesh* TargetMesh, int32 UvSetIndex, int32 TriangleID, const FVector2D& UV1, const FVector2D& UV2, const FVector2D& UV3, const bool& bHaveValidUVs) | FinalNative+2 flags | | 0x41 |
| void GetTrianglePositions(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle, const FVector& Vertex1, const FVector& Vertex2, const FVector& Vertex3) | FinalNative+2 flags | | 0x58 |
| UDynamicMesh* GetTriangleNormalTangents(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bTriHasValidElements, FGeometryScriptTriangle& Normals, FGeometryScriptTriangle& Tangents, FGeometryScriptTriangle& BiTangents) | FinalNative+2 flags | | 0xF0 |
| UDynamicMesh* GetTriangleNormals(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& Normal1, const FVector& Normal2, const FVector& Normal3, const bool& bTriHasValidNormals) | FinalNative+2 flags | | 0x68 |
| FIntVector GetTriangleIndices(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle) | FinalNative+2 flags | | 0x1C |
| FVector GetTriangleFaceNormal(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle) | FinalNative+2 flags | | 0x28 |
| int32 GetNumVertexIDs(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| int32 GetNumUVSets(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| int32 GetNumUVIslands(UDynamicMesh* TargetMesh, int32 UVChannel, const bool& bIsValidUVChannel) | FinalNative+2 flags | | 0x14 |
| int32 GetNumTriangleIDs(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| int32 GetNumOpenBorderLoops(UDynamicMesh* TargetMesh, const bool& bAmbiguousTopologyFound) | FinalNative+2 flags | | 0x10 |
| int32 GetNumOpenBorderEdges(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| int32 GetNumExtendedPolygroupLayers(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| int32 GetNumConnectedComponents(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x0C |
| void GetMeshVolumeAreaCenter(UDynamicMesh* TargetMesh, const float& SurfaceArea, const float& Volume, const FVector& CenterOfMass) | FinalNative+2 flags | | 0x28 |
| void GetMeshVolumeArea(UDynamicMesh* TargetMesh, const float& SurfaceArea, const float& Volume) | FinalNative+2 flags | | 0x10 |
| double GetMeshUVArea(UDynamicMesh* TargetMesh, int32 UVChannel, const bool& bIsValidUVChannel) | FinalNative+2 flags | | 0x18 |
| FString GetMeshInfoString(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x18 |
| bool GetMeshHasAttributeSet(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| FBox GetMeshBoundingBox(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x40 |
| bool GetIsDenseMesh(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| bool GetIsClosedMesh(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| UDynamicMesh* GetInterpolatedTriangleVertexColor(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const FLinearColor& DefaultColor, const bool& bTriHasValidVertexColors, const FLinearColor& InterpolatedColor) | FinalNative+2 flags | | 0x58 |
| UDynamicMesh* GetInterpolatedTriangleUV(UDynamicMesh* TargetMesh, int32 UvSetIndex, int32 TriangleID, const FVector& BarycentricCoords, const bool& bTriHasValidUVs, const FVector2D& InterpolatedUV) | FinalNative+2 flags | | 0x48 |
| UDynamicMesh* GetInterpolatedTrianglePosition(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const bool& bIsValidTriangle, const FVector& InterpolatedPosition) | FinalNative+2 flags | | 0x50 |
| UDynamicMesh* GetInterpolatedTriangleNormalTangents(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const bool& bTriHasValidElements, const FVector& InterpolatedNormal, const FVector& InterpolatedTangent, const FVector& InterpolatedBiTangent) | FinalNative+2 flags | | 0x80 |
| UDynamicMesh* GetInterpolatedTriangleNormal(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const bool& bTriHasValidNormals, const FVector& InterpolatedNormal) | FinalNative+2 flags | | 0x50 |
| bool GetHasVertexIDGaps(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| bool GetHasVertexColors(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| bool GetHasTriangleNormals(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| bool GetHasTriangleIDGaps(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| bool GetHasPolygroups(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| bool GetHasMaterialIDs(UDynamicMesh* TargetMesh) | FinalNative+2 flags | | 0x09 |
| UDynamicMesh* GetAllVertexPositionsAtEdges(UDynamicMesh* TargetMesh, FGeometryScriptIndexList& EdgeIDs, FGeometryScriptVectorList& Start, FGeometryScriptVectorList& End) | FinalNative+2 flags | | 0x48 |
| UDynamicMesh* GetAllVertexPositions(UDynamicMesh* TargetMesh, FGeometryScriptVectorList& PositionList, bool bSkipGaps, const bool& bHasVertexIDGaps) | FinalNative+2 flags | | 0x28 |
| UDynamicMesh* GetAllVertexIDs(UDynamicMesh* TargetMesh, FGeometryScriptIndexList& VertexIDList, const bool& bHasVertexIDGaps) | FinalNative+2 flags | | 0x30 |
| UDynamicMesh* GetAllUVSeamEdges(UDynamicMesh* TargetMesh, int32 UvSetIndex, const bool& bHaveValidUVs, FGeometryScriptIndexList& ElementIDs) | FinalNative+2 flags | | 0x30 |
| UDynamicMesh* GetAllTriangleIndices(UDynamicMesh* TargetMesh, FGeometryScriptTriangleList& TriangleList, bool bSkipGaps, const bool& bHasTriangleIDGaps) | FinalNative+2 flags | | 0x28 |
| UDynamicMesh* GetAllTriangleIDs(UDynamicMesh* TargetMesh, FGeometryScriptIndexList& TriangleIDList, const bool& bHasTriangleIDGaps) | FinalNative+2 flags | | 0x30 |
| UDynamicMesh* GetAllSplitUVsAtVertex(UDynamicMesh* TargetMesh, int32 UvSetIndex, int32 VertexID, const TArray<int32>& ElementIDs, const TArray<FVector2D>& ElementUVs, const bool& bHaveValidUVs) | FinalNative+2 flags | | 0x40 |
| UDynamicMesh* ComputeTriangleBarycentricCoords(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle, const FVector& Point, const FVector& Vertex1, const FVector& Vertex2, const FVector& Vertex3, const FVector& BarycentricCoords) | FinalNative+2 flags | | 0x90 |