Zdexby TheHolyOneZ
6,144 classes
Class

UGeometryScriptLibrary_MeshQueryFunctions

: UBlueprintFunctionLibrary : UObject
/Script/GeometryScriptingCore.GeometryScriptLibrary_MeshQueryFunctions 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/GeometryScriptingCore
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 49

SignatureFlagsNativeParams
bool IsValidVertexID(UDynamicMesh* TargetMesh, int32 VertexID)FinalNative+2 flags0x0D
bool IsValidTriangleID(UDynamicMesh* TargetMesh, int32 TriangleID)FinalNative+2 flags0x0D
FVector GetVertexPosition(UDynamicMesh* TargetMesh, int32 VertexID, const bool& bIsValidVertex)FinalNative+2 flags0x28
int32 GetVertexCount(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
UDynamicMesh* GetVertexConnectedVertices(UDynamicMesh* TargetMesh, int32 VertexID, const TArray<int32>& Vertices)FinalNative+2 flags0x28
UDynamicMesh* GetVertexConnectedTriangles(UDynamicMesh* TargetMesh, int32 VertexID, const TArray<int32>& Triangles)FinalNative+2 flags0x28
FBox2D GetUVSetBoundingBox(UDynamicMesh* TargetMesh, int32 UvSetIndex, const bool& bIsValidUVSet, const bool& bUVSetIsEmpty)FinalNative+2 flags0x38
UDynamicMesh* GetTriangleVertexColors(UDynamicMesh* TargetMesh, int32 TriangleID, const FLinearColor& Color1, const FLinearColor& Color2, const FLinearColor& Color3, const bool& bTriHasValidVertexColors)FinalNative+2 flags0x48
void GetTriangleUVs(UDynamicMesh* TargetMesh, int32 UvSetIndex, int32 TriangleID, const FVector2D& UV1, const FVector2D& UV2, const FVector2D& UV3, const bool& bHaveValidUVs)FinalNative+2 flags0x41
void GetTrianglePositions(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle, const FVector& Vertex1, const FVector& Vertex2, const FVector& Vertex3)FinalNative+2 flags0x58
UDynamicMesh* GetTriangleNormalTangents(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bTriHasValidElements, FGeometryScriptTriangle& Normals, FGeometryScriptTriangle& Tangents, FGeometryScriptTriangle& BiTangents)FinalNative+2 flags0xF0
UDynamicMesh* GetTriangleNormals(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& Normal1, const FVector& Normal2, const FVector& Normal3, const bool& bTriHasValidNormals)FinalNative+2 flags0x68
FIntVector GetTriangleIndices(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle)FinalNative+2 flags0x1C
FVector GetTriangleFaceNormal(UDynamicMesh* TargetMesh, int32 TriangleID, const bool& bIsValidTriangle)FinalNative+2 flags0x28
int32 GetNumVertexIDs(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
int32 GetNumUVSets(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
int32 GetNumUVIslands(UDynamicMesh* TargetMesh, int32 UVChannel, const bool& bIsValidUVChannel)FinalNative+2 flags0x14
int32 GetNumTriangleIDs(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
int32 GetNumOpenBorderLoops(UDynamicMesh* TargetMesh, const bool& bAmbiguousTopologyFound)FinalNative+2 flags0x10
int32 GetNumOpenBorderEdges(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
int32 GetNumExtendedPolygroupLayers(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
int32 GetNumConnectedComponents(UDynamicMesh* TargetMesh)FinalNative+2 flags0x0C
void GetMeshVolumeAreaCenter(UDynamicMesh* TargetMesh, const float& SurfaceArea, const float& Volume, const FVector& CenterOfMass)FinalNative+2 flags0x28
void GetMeshVolumeArea(UDynamicMesh* TargetMesh, const float& SurfaceArea, const float& Volume)FinalNative+2 flags0x10
double GetMeshUVArea(UDynamicMesh* TargetMesh, int32 UVChannel, const bool& bIsValidUVChannel)FinalNative+2 flags0x18
FString GetMeshInfoString(UDynamicMesh* TargetMesh)FinalNative+2 flags0x18
bool GetMeshHasAttributeSet(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
FBox GetMeshBoundingBox(UDynamicMesh* TargetMesh)FinalNative+2 flags0x40
bool GetIsDenseMesh(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
bool GetIsClosedMesh(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
UDynamicMesh* GetInterpolatedTriangleVertexColor(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const FLinearColor& DefaultColor, const bool& bTriHasValidVertexColors, const FLinearColor& InterpolatedColor)FinalNative+2 flags0x58
UDynamicMesh* GetInterpolatedTriangleUV(UDynamicMesh* TargetMesh, int32 UvSetIndex, int32 TriangleID, const FVector& BarycentricCoords, const bool& bTriHasValidUVs, const FVector2D& InterpolatedUV)FinalNative+2 flags0x48
UDynamicMesh* GetInterpolatedTrianglePosition(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const bool& bIsValidTriangle, const FVector& InterpolatedPosition)FinalNative+2 flags0x50
UDynamicMesh* GetInterpolatedTriangleNormalTangents(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const bool& bTriHasValidElements, const FVector& InterpolatedNormal, const FVector& InterpolatedTangent, const FVector& InterpolatedBiTangent)FinalNative+2 flags0x80
UDynamicMesh* GetInterpolatedTriangleNormal(UDynamicMesh* TargetMesh, int32 TriangleID, const FVector& BarycentricCoords, const bool& bTriHasValidNormals, const FVector& InterpolatedNormal)FinalNative+2 flags0x50
bool GetHasVertexIDGaps(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
bool GetHasVertexColors(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
bool GetHasTriangleNormals(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
bool GetHasTriangleIDGaps(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
bool GetHasPolygroups(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
bool GetHasMaterialIDs(UDynamicMesh* TargetMesh)FinalNative+2 flags0x09
UDynamicMesh* GetAllVertexPositionsAtEdges(UDynamicMesh* TargetMesh, FGeometryScriptIndexList& EdgeIDs, FGeometryScriptVectorList& Start, FGeometryScriptVectorList& End)FinalNative+2 flags0x48
UDynamicMesh* GetAllVertexPositions(UDynamicMesh* TargetMesh, FGeometryScriptVectorList& PositionList, bool bSkipGaps, const bool& bHasVertexIDGaps)FinalNative+2 flags0x28
UDynamicMesh* GetAllVertexIDs(UDynamicMesh* TargetMesh, FGeometryScriptIndexList& VertexIDList, const bool& bHasVertexIDGaps)FinalNative+2 flags0x30
UDynamicMesh* GetAllUVSeamEdges(UDynamicMesh* TargetMesh, int32 UvSetIndex, const bool& bHaveValidUVs, FGeometryScriptIndexList& ElementIDs)FinalNative+2 flags0x30
UDynamicMesh* GetAllTriangleIndices(UDynamicMesh* TargetMesh, FGeometryScriptTriangleList& TriangleList, bool bSkipGaps, const bool& bHasTriangleIDGaps)FinalNative+2 flags0x28
UDynamicMesh* GetAllTriangleIDs(UDynamicMesh* TargetMesh, FGeometryScriptIndexList& TriangleIDList, const bool& bHasTriangleIDGaps)FinalNative+2 flags0x30
UDynamicMesh* GetAllSplitUVsAtVertex(UDynamicMesh* TargetMesh, int32 UvSetIndex, int32 VertexID, const TArray<int32>& ElementIDs, const TArray<FVector2D>& ElementUVs, const bool& bHaveValidUVs)FinalNative+2 flags0x40
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 flags0x90