Zdexby TheHolyOneZ
5,360 classes
Class

UKismetProceduralMeshLibrary

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 10

SignatureFlagsNativeParams
void SliceProceduralMesh(UProceduralMeshComponent* InProcMesh, const FVector& PlanePosition, const FVector& PlaneNormal, bool bCreateOtherHalf, const UProceduralMeshComponent*& OutOtherHalfProcMesh, const EProcMeshSliceCapOption& CapOption, UMaterialInterface* CapMaterial)FinalNative+2 flags0x58
void GetSectionFromStaticMesh(UStaticMesh* InMesh, int32 LODIndex, int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals, const TArray<FVector2D>& UVs, const TArray<FProcMeshTangent>& Tangents)FinalNative+2 flags0x60
void GetSectionFromProceduralMesh(UProceduralMeshComponent* InProcMesh, int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals, const TArray<FVector2D>& UVs, const TArray<FProcMeshTangent>& Tangents)FinalNative+2 flags0x60
void GenerateBoxMesh(const FVector& BoxRadius, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals, const TArray<FVector2D>& UVs, const TArray<FProcMeshTangent>& Tangents)FinalNative+2 flags0x68
void CreateGridMeshWelded(int32 NumX, int32 NumY, const TArray<int32>& Triangles, const TArray<FVector>& Vertices, const TArray<FVector2D>& UVs, float GridSpacing)FinalNative+2 flags0x3C
void CreateGridMeshTriangles(int32 NumX, int32 NumY, bool bWinding, const TArray<int32>& Triangles)FinalNative+2 flags0x20
void CreateGridMeshSplit(int32 NumX, int32 NumY, const TArray<int32>& Triangles, const TArray<FVector>& Vertices, const TArray<FVector2D>& UVs, const TArray<FVector2D>& UV1s, float GridSpacing)FinalNative+2 flags0x4C
void CopyProceduralMeshFromStaticMeshComponent(UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, UProceduralMeshComponent* ProcMeshComponent, bool bCreateCollision)FinalNative+2 flags0x19
void ConvertQuadToTriangles(const TArray<int32>& Triangles, int32 Vert0, int32 Vert1, int32 Vert2, int32 Vert3)FinalNative+2 flags0x20
void CalculateTangentsForMesh(const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector2D>& UVs, const TArray<FVector>& Normals, const TArray<FProcMeshTangent>& Tangents)FinalNative+2 flags0x50