Choose your operating system:
Windows
macOS
Linux
Name |
Description |
|
---|---|---|
|
FDynamicMeshUVEditor |
FDynamicMeshUVEditor implements various UV overlay editing operations. |
|
FDynamicMeshUVPacker |
FDynamicMeshUVPacker implements various strategies for packing UV islands in a UV Overlay. |
|
FMeshRegionGraph |
FMeshRegionGraph represents neighbourhood relationships between mesh patches. |
|
FPatchBasedMeshUVGenerator |
FPatchBasedMeshUVGenerator is an automatic UV generator for a triangle mesh that, generally, works by first decomposing the mesh into small patches for which a "known good" parameterization can be computed, and then incrementally merging those patches into larger ones to create final UV islands. |
|
FUVEditResult |
Name |
Description |
|
---|---|---|
|
UE::MeshUVTransforms::EIslandPositionType |
Name | Description | ||
---|---|---|---|
|
UE::Geometry::UVUnwrapMeshUtil::DoesUnwrapMatchOverlay ( |
Checks that the vertices in the unwrap correspond to elements in the overlay in both ID and value, and that set triangles in the overlay correspond to triangles in the unwrap. |
|
|
UE::Geometry::UVUnwrapMeshUtil::GenerateUVUnwrapMesh ( |
Given a UV overlay, generate a mesh out of the overlay using the given UV to 3d position function. |
|
|
UE::Geometry::UVUnwrapMeshUtil::UpdateOverlayFromOverlay ( |
Given two overlays that have the same triangle IDs, copy all or part of one overlay into another. |
|
|
UE::Geometry::UVUnwrapMeshUtil::UpdateUVOverlayFromUnwrapMesh ( |
Given a mesh that corresponds to an overlay with an exact mapping of triangle IDs and element IDs to vertex IDs (i.e. one generated by GenerateUVUnwrapMesh), update the element values and connectivity of the overlay. |
|
|
UE::Geometry::UVUnwrapMeshUtil::UpdateUVUnwrapMesh ( |
Given a copy of a UV Unwrap mesh whose positions and connectivity have been updated, update the destination unwrap mesh. |
|
|
UE::Geometry::UVUnwrapMeshUtil::UpdateUVUnwrapMesh ( |
Given a mesh that corresponds to an overlay with an exact mapping of triangle IDs and element IDs to vertex IDs (i.e. one generated by GenerateUVUnwrapMesh), update the vertex locations and triangle connectivity of the mesh. |
|
|
UE::MeshUVTransforms::FitToBox ( |
Fit all UV element IDs of the UV Overlay inside the specified Box. |
|
|
UE::MeshUVTransforms::FitToBox ( |
Fit given UV element IDs inside the specified Box. |
|
|
UE::MeshUVTransforms::MakeSeamsDisjoint ( |
For all UV seam elements, apply a small displacement so that they have unique positions. |
|
|
UE::MeshUVTransforms::RecenterScale ( |
Recenter given UV element IDs using given IslandPositionType strategy (based on centroid, bounding-box, etc) and then apply uniform scaling |