IMeshEditorModeEditingContract

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Inheritance Hierarchy

IMeshEditorModeEditingContract

IMeshEditorModeUIContract

References

Module

MeshEditor

Header

/Engine/Plugins/Editor/MeshEditor/Source/MeshEditor/Public/IMeshEditorModeEditingContract.h

Include

#include "IMeshEditorModeEditingContract.h"

Syntax

class IMeshEditorModeEditingContract

Functions

Name Description

Public function

void

 

CommitSelectedMeshes()

Commits all selected meshes

Public function

void

 

DeselectAllMeshElements()

Deselects all mesh elements

Public function

void

 

DeselectMeshElements

(
    const TMap< UEditableMesh*, TA...
)

Public function

void

 

DeselectMeshElements

(
    const TArray< FMeshElement >& Mesh...
)

Deselects the specified mesh elements

Public function

bool

 

FindEdgeSplitUnderInteractor

(
    UViewportInteractor* ViewportI...,
    const UEditableMesh* EditableM...,
    const TArray< FMeshElement >& Edge...,
    FEdgeID& OutClosestEdgeID,
    float& OutSplit
)

Given an interactor and a mesh, finds edges under the interactor along with their exact split position (progress along the edge).

Public function Const

const UEdita...

 

FindEditableMesh

(
    UPrimitiveComponent& Component,
    const FEditableMeshSubMeshAddress&...
)

Gets an editable mesh from our cache of editable meshes for the specified sub-mesh address

Public function Const

FName

 

GetActiveAction()

Gets the interactive action currently being performed (and previewed).

Public function

UViewportInt...

 

GetActiveActionInteractor()

When performing an interactive action that was initiated using an interactor, this is the interactor that was used.

Public function

UMeshFractur...

 

GetFractureSettings()

Access fracture settings from UI detail views

Public function Const

FMeshElement

 

GetHoveredMeshElement

(
    const UViewportInteractor* Vie...
)

Returns the mesh element the specified viewport interactor is currently hovering over.

Public function

const TArray...

 

GetSelectedEditableMeshes()

Gets all of the editable meshes that are currently selected

Public function Const

const TArray...

 

GetSelectedEditableMeshes()

Gets all of the editable meshes that are currently selected (const)

Public function

void

 

GetSelectedMeshesAndEdges

(
    TMap< class UEditableMesh*, TA...
)

Public function

void

 

GetSelectedMeshesAndElements

(
    EEditableMeshElementType ElementTyp...,
    TMap< UEditableMesh*, TArray< ...
)

Public function

void

 

GetSelectedMeshesAndPolygons

(
    TMap< class UEditableMesh*, TA...
)

Public function

void

 

GetSelectedMeshesAndPolygonsPerimeterEdges

(
    TMap< class UEditableMesh*, TA...
)

Public function

void

 

GetSelectedMeshesAndVertices

(
    TMap< class UEditableMesh*, TA...
)

Public function Const

bool

 

IsMeshElementSelected

(
    const FMeshElement MeshElement
)

Returns true if the specified element is selected right now

Public function

void

 

SelectMeshElements

(
    const TArray< FMeshElement >& Mesh...
)

Selects the specified mesh elements

Public function

void

 

TrackUndo

(
    UObject* Object,
    TUniquePtr< FChange > RevertChange
)

Stores undo state for the specified object.

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