| void SliceProceduralMesh(UProceduralMeshComponent* InProcMesh, const FVector& PlanePosition, const FVector& PlaneNormal, bool bCreateOtherHalf, const UProceduralMeshComponent*& OutOtherHalfProcMesh, const EProcMeshSliceCapOption& CapOption, UMaterialInterface* CapMaterial) | FinalNative+2 flags | | 0x40 |
| void GetSectionFromStaticMesh(UStaticMesh* InMesh, int32 LODIndex, int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& Normals, const TArray<TArray<void>>& UVs, const TArray<void>& Tangents) | FinalNative+2 flags | | 0x60 |
| void GetSectionFromProceduralMesh(UProceduralMeshComponent* InProcMesh, int32 SectionIndex, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& Normals, const TArray<TArray<void>>& UVs, const TArray<void>& Tangents) | FinalNative+2 flags | | 0x60 |
| void GenerateBoxMesh(const FVector& BoxRadius, const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& Normals, const TArray<TArray<void>>& UVs, const TArray<void>& Tangents) | FinalNative+2 flags | | 0x60 |
| void CreateGridMeshWelded(int32 NumX, int32 NumY, const TArray<TArray<TArray<float>>>& Triangles, const TArray<TArray<float>>& Vertices, const TArray<float>& UVs, float GridSpacing) | FinalNative+2 flags | | 0x3C |
| void CreateGridMeshTriangles(int32 NumX, int32 NumY, bool bWinding, const TArray<void>& Triangles) | FinalNative+2 flags | | 0x20 |
| void CreateGridMeshSplit(int32 NumX, int32 NumY, const TArray<TArray<TArray<TArray<float>>>>& Triangles, const TArray<TArray<TArray<float>>>& Vertices, const TArray<TArray<float>>& UVs, const TArray<float>& UV1s, float GridSpacing) | FinalNative+2 flags | | 0x4C |
| void CopyProceduralMeshFromStaticMeshComponent(UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, UProceduralMeshComponent* ProcMeshComponent, bool bCreateCollision) | FinalNative+2 flags | | 0x19 |
| void ConvertQuadToTriangles(const TArray<int32>& Triangles, int32 Vert0, int32 Vert1, int32 Vert2, int32 Vert3) | FinalNative+2 flags | | 0x20 |
| void CalculateTangentsForMesh(const TArray<TArray<TArray<TArray<TArray<void>>>>>& Vertices, const TArray<TArray<TArray<TArray<void>>>>& Triangles, const TArray<TArray<TArray<void>>>& UVs, const TArray<TArray<void>>& Normals, const TArray<void>& Tangents) | FinalNative+2 flags | | 0x50 |