ModelingComponents

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Classes

Name

Description

Public class UClass

APreviewMeshActor

UPreviewMesh internally spawns a APreviewMeshActor to hold the preview mesh object.

Public struct

FDynamicMeshOpResult

FDynamicMeshOpResult is a container for a computed Mesh and Transform

Public class

FModelingComponentsModule

Public struct

FSnapGeometry

FSnapGeometry stores information about geometry data of a snap, which we might use for highlights/etc

Public class UClass ClassGroup, HideCategories editinlinenew

UBaseDynamicMeshComponent

UBaseDynamicMeshComponent is a base interface for a UMeshComponent based on a FDynamicMesh.

Public class UClass Transient

UMeshOpPreviewWithBackgroundCompute

UMeshOpPreviewWithBackgroundCompute is an infrastructure object that implements a common UI pattern in interactive 3D tools, where we want to run an expensive computation on a mesh that is based on user-specified parameters, and show a preview of the result.

Public class UClass ClassGroup, HideCategories editinlinenew

UOctreeDynamicMeshComponent

UOctreeDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent, except it bases the renderable geometry off an internal FDynamicMesh3 instance.

Public class UClass Transient

UPreviewMesh

UPreviewMesh is a utility object that spawns and owns a transient mesh object in the World.

Public class UClass ClassGroup, HideCategories editinlinenew

USimpleDynamicMeshComponent

USimpleDynamicMeshComponent is a mesh component similar to UProceduralMeshComponent, except it bases the renderable geometry off an internal FDynamicMesh3 instance.

Typedefs

Name

Description

FBackgroundDynamicMeshComputeSource

FBackgroundDynamicMeshComputeSource is an instantiation of the TBackgroundModelingComputeSource template for FDynamicMeshOperator / IDynamicMeshOperatorFactory

Enums

Name

Description

Public enum UEnum

EDynamicMeshTangentCalcType

Tangent calculation modes

Public enum

ToolSetupUtil::ImageMaterialType

Types of image-based material that we can create

Functions

Name Description

Public function

AActor *

 

AssetGenerationUtil::GenerateStaticMeshActor

(
    IToolsContextAssetAPI* AssetAP...,
    UWorld* TargetWorld,
    const FDynamicMesh3* Mesh,
    const FTransform3d& Transform,
    FString ObjectName,
    const TArrayView< UMaterialInterfac...
)

Creates a new StaticMesh actor/component, with a new mesh asset stored at the given PackagePath created via the AssetAPI

Public function

AActor *

 

AssetGenerationUtil::GenerateStaticMeshActor

(
    IToolsContextAssetAPI* AssetAP...,
    UWorld* TargetWorld,
    const FDynamicMesh3* Mesh,
    const FTransform3d& Transform,
    FString ObjectName,
    UMaterialInterface* Material
)

Creates a new StaticMesh actor/component, with a new mesh asset stored at the given PackagePath created via the AssetAPI

Public function

double

 

ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD

(
    const FViewCameraState& CameraStat...,
    const FVector3d& Point,
    double TargetVisualAngleDeg
)

Public function

double

 

ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD

(
    const UInteractiveTool* Tool,
    const FVector3d& Point,
    double TargetVisualAngleDeg
)

Public function

double

 

ToolSceneQueriesUtil::CalculateViewVisualAngleD

(
    const UInteractiveTool* Tool,
    const FVector3d& Point1,
    const FVector3d& Point2
)

Public function

double

 

ToolSceneQueriesUtil::CalculateViewVisualAngleD

(
    const FViewCameraState& CameraStat...,
    const FVector3d& Point1,
    const FVector3d& Point2
)

Public function

bool

 

ToolSceneQueriesUtil::FindSceneSnapPoint

(
    const UInteractiveTool* Tool,
    const FVector3d& Point,
    FVector3d& SnapPointOut,
    bool bVertices,
    bool bEdges,
    double VisualAngleThreshold,
    FSnapGeometry* SnapGeometry,
    FVector* DebugTriangleOut
)

Run a query against the scene to find the best SnapPointOut for the given Point

Public function

bool

 

ToolSceneQueriesUtil::FindWorldGridSnapPoint

(
    const UInteractiveTool* Tool,
    const FVector3d& QueryPoint,
    FVector3d& GridSnapPointOut
)

Run a query against the scene to find the nearest WorldGrid snap point

Public function

double

 

ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD()

Public function

bool

 

ToolSceneQueriesUtil::IsPointVisible

(
    const FViewCameraState& CameraStat...,
    const FVector3d& Point
)

Public function

bool

 

ToolSceneQueriesUtil::PointSnapQuery

(
    const UInteractiveTool* Tool,
    const FVector3d& Point1,
    const FVector3d& Point2,
    double VisualAngleThreshold
)

Test if two points are close enough to snap together.

Public function

bool

 

ToolSceneQueriesUtil::PointSnapQuery

(
    const FViewCameraState& CameraStat...,
    const FVector3d& Point1,
    const FVector3d& Point2,
    double VisualAngleThreshold
)

Test if two points are close enough to snap together.

Public function

UMaterialIns...

 

ToolSetupUtil::GetCustomImageBasedSculptMaterial

(
    UInteractiveToolManager* ToolM...,
    UTexture* SetImage
)

Public function

UMaterialIns...

 

ToolSetupUtil::GetDefaultBrushVolumeMaterial

(
    UInteractiveToolManager* ToolM...
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetDefaultMaterial

(
    UInteractiveToolManager* ToolM...,
    UMaterialInterface* SourceMate...
)

Get the default material to use for objects in an InteractiveTool.

Public function

UMaterialInt...

 

ToolSetupUtil::GetDefaultPointComponentMaterial

(
    bool bRoundPoints,
    UInteractiveToolManager* ToolM...
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetDefaultSculptMaterial

(
    UInteractiveToolManager* ToolM...
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetDefaultWorkingMaterial

(
    UInteractiveToolManager* ToolM...
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetImageBasedSculptMaterial

(
    UInteractiveToolManager* ToolM...,
    ImageMaterialType Type
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetSelectionMaterial

(
    UInteractiveToolManager* ToolM...
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetSelectionMaterial

(
    const FLinearColor& UseColor,
    UInteractiveToolManager* ToolM...
)

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