URevolveProperties

Common properties for revolving a polyline to create a mesh.

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Inheritance Hierarchy

References

Module

MeshModelingTools

Header

/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Public/Properties/RevolveProperties.h

Include

#include "Properties/RevolveProperties.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class URevolveProperties : public UInteractiveToolPropertySet

Remarks

Common properties for revolving a polyline to create a mesh.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

double

 

AxisWeldTolerance

If welding vertices on the axis, the distance that a vertex can be from the axis and still be welded

Public variable UProperty Category, EditAnywhere

bool

 

bFlipMesh

Flips the mesh inside out.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bFlipVs

If true, UV coordinates will be flipped in the V direction.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bProfileIsCrossSectionOfSide

If true, then rather than revolving the profile directly, it is interpreted as the midpoint cross section of the first rotation step.

Public variable UProperty Category, EditAnywhere

bool

 

bReverseRevolutionDirection

By default, revolution is done counterclockwise if looking down the revolution axis.

Public variable UProperty Category, EditAnywhere

bool

 

bSharpNormals

If true, normals are not averaged or shared between triangles with sufficient angle difference.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bUVsSkipFullyWeldedEdges

If true, UV layout is not affected by segments of the profile curve that do not result in any triangles (i.e., when both ends of the segment are welded due to being on the revolution axis).

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bWeldFullRevolution

If true, the ends of a fully revolved profile are welded together, rather than duplicating vertices at the seam.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bWeldVertsOnAxis

If true, vertices sufficiently close to the axis will not be replicated, instead reusing the same vertex for any adjacent triangles.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

ERevolvePropert...

 

CapFillMode

Determines how caps are created if the revolution is partial.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

EditConditionHi...

 

DiagonalProportionTolerance

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

 

EditCondition

When quads are generated using "shortest" diagonal, this biases the diagonal length comparison to prefer one slightly in the case of similar diagonals (for example, a value of 0.01 allows a 1% difference in lengths before the triangulation is flipped).

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

ERevolvePropert...

 

PolygroupMode

Determines grouping of generated triangles into polygroups.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay

ERevolvePropert...

 

QuadSplitMode

Determines how any generated quads are split into triangles.

Public variable UProperty Category, EditAnywhere, Meta

double

 

RevolutionDegrees

Revolution extent.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

double

 

RevolutionDegreesOffset

The angle by which to shift the profile curve around the axis before beginning the revolve

Public variable UProperty Category, EditAnywhere, Meta

double

 

SharpNormalAngleTolerance

When using sharp normals, the degree difference to accept between adjacent triangle normals to allow them to share normals at their vertices.

Public variable UProperty Category, EditAnywhere, Meta

int

 

Steps

Number of steps to take while revolving.

Functions

Name Description

Public function Const

void

 

ApplyToCurveSweepOp

(
    const UNewMeshMaterialProperties& ...,
    const FVector3d& RevolutionAxisOri...,
    const FVector3d& RevolutionAxisDir...,
    FCurveSweepOp& CurveSweepOpOut
)

Sets most of the settings for a FCurveSweepOp except for the profile curve itself.

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