UDragAlignmentMechanic::InitializeDeformedMeshRayCast

Optional- allows the use of the mechanic in mesh deformation.

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References

Module

ModelingComponents

Header

/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Mechanics/DragAlignmentMechanic.h

Include

#include "Mechanics/DragAlignmentMechanic.h"

Source

/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Mechanics/DragAlignmentMechanic.cpp

Syntax

void InitializeDeformedMeshRayCast
(
    TFunction< UE::Geometry::FDynamicMeshAABBTree3 *()> GetSpatialIn,
    const UE::Geometry::FTransform3d & TargetTransform,
    const FGroupTopologyDeformer * LinearDeformer
)

Remarks

Optional- allows the use of the mechanic in mesh deformation. Specifically, alignment will attempt to align to the dynamic mesh underlying the given FDynamicMeshAABBTree3, and ignore deformed triangles when the gizmo is moved. This works with only one deformed mesh, so it probably wouldn't be used with multiple gizmos.