Operations

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Classes

Name

Description

Public class

FDisplaceMesh

Public class

FExtrudeMesh

FExtrudeMesh implements a full-mesh extrusion of a mesh.

Public class

FFFDLattice

Free-form deformation lattice.

Public class

FGroupEdgeInserter

Used to insert group edges and group edge loops.

Public class

FGroupTopologyDeformer

FGroupTopologyDeformer supports deforming a Mesh based on an overlaid FGroupTopology.

Public class

FInsetMeshRegion

FInsetMeshRegion implements local inset of a mesh region.

Public class

FJoinMeshLoops

FJoinMeshLoops connects two open loops of a mesh with a quad-strip.

Public struct

FLatticeExecutionInfo

Public class

FMergeCoincidentMeshEdges

FMergeCoincidentMeshEdges finds pairs of boundary edges of the mesh that are identical (ie have endpoint vertices at the same locations) and merges the pair into a single edge.

Public class

FMeshAttributeTransfer

FMeshAttributeTransfer transfers attributes from a SourceMesh to a TargetMesh

Public class

FMeshBoolean

MeshBoolean perform a boolean operation on two input meshes.

Public class

FMeshConvexHull

Calculate Convex Hull of a Mesh

Public class

FMeshMeshCut

Cut a mesh where it crosses a second mesh resolving all intersections, but not deleting geometry.

Public class

FMeshMirror

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FMeshPlaneCut

Cut the Mesh with the Plane.

Public class

FMeshProjectionHull

Calculate a Convex Hull for a Mesh by first Projecting all vertices to a plane, computing a 2D convex polygon that contains them, and then sweeping that 2D hull to create an extruded 3D volume.

Public class

FMeshRegionOperator

This class automatically extracts a submesh from a mesh, and can re-insert it after you have edited it, as long as you have not messed up the boundary

Public class

FMeshRepairOrientation

Invert triangles as needed to a consistent ~"outward" orientation

Public class

FMeshSelfCut

Public class

FMeshSelfUnion

MeshSelfUnion perform a "Mesh Boolean" style union of a mesh on itself, resolving any self intersections and welding the new boundaries as needed

Public class

FMeshSurfacePath

Represent a path on the surface of a mesh via barycentric coordinates and triangle references

Public struct

FMeshSurfacePoint

Public class

FMinimalHoleFiller

Copyright Epic Games, Inc.

Public class

FOffsetMeshRegion

FOffsetMeshRegion implements local extrusion/offset of a mesh region.

Public class

FPlanarFlipsOptimization

If both triangles on an edge are coplanar, we can arbitrarily flip the interior edge to improve triangle quality.

Public class

FPlanarHoleFiller

Fill a set of boundary loops with planar surfaces. User must provide the triangulation function.

Public class

FSimpleHoleFiller

Fill an EdgeLoop hole with triangles.

Public struct

FSmoothFillOptions

Fill parameters

Public class

FSmoothHoleFiller

This fills a hole in a mesh by doing a trivial fill, then doing a remesh, then a laplacian smooth, then a second remesh.

Public class

FVertexPositionCache

Basic cache of vertex positions.

Public class

IHoleFiller

Public class

TRemoveOccludedTriangles

Remove "occluded" triangles, i.e. triangles on the "inside" of the mesh(es).

Enums

Functions

Name Description

Public function

bool

 

EmbedProjectedPath

(
    FDynamicMesh3* Mesh,
    int StartTriID,
    FFrame3d Frame,
    const TArray< FVector2d >& Path2D,
    TArray< int >& OutPathVertices,
    TArray< int >& OutVertexCorrespond...,
    bool bClosePath,
    FMeshFaceSelection* EnclosedFa...,
    double PtSnapVertexOrEdgeThresholdS...
)

Embed a 2D path into a mesh by projection, starting the walk from a given triangle.

Public function

bool

 

EmbedProjectedPaths

(
    FDynamicMesh3* Mesh,
    const TArrayView< const int > Start...,
    FFrame3d Frame,
    const TArrayView< const TArray< FVe...,
    TArray< TArray< int >>& OutAllPath...,
    TArray< TArray< int >>& OutAllVert...,
    bool bClosePaths,
    FMeshFaceSelection* EnclosedFa...,
    double PtSnapVertexOrEdgeThresholdS...
)

Embed multiple 2D paths into a mesh by projection, starting the walks from the given triangles.

Public function

bool

 

WalkMeshPlanar

(
    const FDynamicMesh3* Mesh,
    int StartTri,
    int EndVertID,
    FVector3d StartPt,
    int EndTri,
    FVector3d EndPt,
    FVector3d WalkPlaneNormal,
    TFunction< FVector3d...,
    bool bAllowBackwardsSearch,
    double AcceptEndPtOutsideDist,
    double PtOnPlaneThreshold,
    TArray< TPair< FMeshSurfacePoint, i...,
    double BackwardsTolerance
)

Walk the surface of an FDynamicMesh to try find a planar path connecting two points.

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