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

TGenericDataBackgroundCompute

TGenericDataBackgroundCompute is an infrastructure object that implements a common UI pattern in interactive 3D tools, where we want to run an expensive parameterized computation (via a TGenericDataOperator) in a background thread so as to not block the UI.

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

EMeshRenderAttributeFlags

EMeshRenderAttributeFlags is used to identify different mesh rendering attributes, for things like fast-update functions

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,
    UMaterialInterface* Material
)

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,
    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

FString

 

AssetGenerationUtil::GetComponentAssetBaseName

(
    UPrimitiveComponent* Component,
    bool bRemoveAutoGeneratedSuffixes
)

Look up the name for the Asset underlying the given Component, if there is one.

Public function

bool

 

AssetGenerationUtil::SaveGeneratedTexture2D

(
    IToolsContextAssetAPI* AssetAP...,
    UTexture2D* TransientTexture,
    FString ObjectName,
    const UObject* RelativeToAsset
)

Save generated UTexture2D that is currently in the Transient package (ie generated in code) as an Asset with a given name

Public function

FString

 

AssetGenerationUtil::StripGeneratedAssetSuffixFromName

(
    FString InputName
)

Strip the appended auto-generated _UUID suffix on the given string, if we can detect one

Public function

constexpr bo...

 

operator!

Public function

constexpr EM...

 

operator&

Public function

EMeshRenderA...

 

operator&=

Public function

constexpr EM...

 

operator^

Public function

EMeshRenderA...

 

operator^=

Public function

constexpr EM...

 

operator|

Public function

EMeshRenderA...

 

operator|=

Public function

constexpr EM...

 

operator~

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::CalculateNormalizedViewVisualAngleD

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

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::FindNearestVisibleObjectHit

(
    UWorld* World,
    FHitResult& HitResultOut,
    const FRay& Ray,
    const TArray< UPrimitiveComponent&...,
    const TArray< UPrimitiveComponent&...
)

Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)

Public function

bool

 

ToolSceneQueriesUtil::FindNearestVisibleObjectHit

(
    UWorld* World,
    FHitResult& HitResultOut,
    const FVector& Start,
    const FVector& End,
    const TArray< UPrimitiveComponent&...,
    const TArray< UPrimitiveComponent&...
)

Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)

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::IsVisibleObjectHit

(
    const FHitResult& HitResult
)

Public function

double

 

ToolSceneQueriesUtil::PointSnapMetric

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

Get a measurement for testing whether two points can snap together, useful for choosing the best snap point among multiple options.

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::GetDefaultLineComponentMaterial

(
    UInteractiveToolManager* ToolM...,
    bool bDepthTested
)

Public function

UMaterialInt...

 

ToolSetupUtil::GetDefaultMaterial()

Get the default material for surfaces

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...,
    float PercentDepthOffset
)

Public function

UMaterialIns...

 

ToolSetupUtil::GetSimpleCustomMaterial

(
    UInteractiveToolManager* ToolM...,
    const FLinearColor& Color,
    float Opacity
)

Public function

UMaterialIns...

 

ToolSetupUtil::GetUVCheckerboardMaterial

(
    double CheckerDensity
)

Get a black-and-white NxN checkerboard material

Public function

UMaterialIns...

 

ToolSetupUtil::GetVertexColorMaterial

(
    UInteractiveToolManager* ToolM...
)

Public function

void

 

UE::WeightMaps::FindVertexWeightMaps

(
    const FMeshDescription* Mesh,
    TArray< FName >& PropertyNamesOut
)

Find the set of per-vertex weight map attributes on a MeshDescription

Public function

bool

 

UE::WeightMaps::GetVertexWeightMap

(
    const FMeshDescription* Mesh,
    FName AttributeName,
    FIndexedWeightMap1f& WeightMap,
    float DefaultValue
)

Extract a per-vertex weight map from a MeshDescription If the attribute with the given name is not found, a WeightMap initialized with the default value is returned

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