unreal.GeometryScript_MeshEdits

class unreal.GeometryScript_MeshEdits(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: BlueprintFunctionLibrary

Geometry Script Library Mesh Basic Edit Functions

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshBasicEditFunctions.h

classmethod add_triangle_to_mesh(target_mesh, new_triangle, new_triangle_group_id=0, defer_change_notifications=False, debug=None) -> (DynamicMesh, new_triangle_index=int32)

Add Triangle to Mesh

Parameters:
Returns:

new_triangle_index (int32):

Return type:

int32

classmethod add_triangles_to_mesh(target_mesh, new_triangles_list, new_triangle_group_id=0, defer_change_notifications=False, debug=None) -> (DynamicMesh, new_indices_list=GeometryScriptIndexList)

Add Triangles to Mesh

Parameters:
Returns:

new_indices_list (GeometryScriptIndexList):

Return type:

GeometryScriptIndexList

classmethod add_vertex_to_mesh(target_mesh, new_position, defer_change_notifications=False) -> (DynamicMesh, new_vertex_index=int32)

Add Vertex to Mesh

Parameters:
Returns:

new_vertex_index (int32):

Return type:

int32

classmethod add_vertices_to_mesh(target_mesh, new_positions_list, defer_change_notifications=False) -> (DynamicMesh, new_indices_list=GeometryScriptIndexList)

Add Vertices to Mesh

Parameters:
Returns:

new_indices_list (GeometryScriptIndexList):

Return type:

GeometryScriptIndexList

classmethod append_buffers_to_mesh(target_mesh, buffers, material_id=0, defer_change_notifications=False, debug=None) -> (DynamicMesh, new_triangle_indices_list=GeometryScriptIndexList)

Append Buffers to Mesh

Parameters:
Returns:

new_triangle_indices_list (GeometryScriptIndexList):

Return type:

GeometryScriptIndexList

classmethod append_mesh(target_mesh, append_mesh, append_transform, defer_change_notifications=False, append_options=[GeometryScriptCombineAttributesMode.ENABLE_ALL_MATCHING], debug=None) DynamicMesh

Apply AppendTransform to AppendMesh and then add its geometry to the TargetMesh

Parameters:
Return type:

DynamicMesh

classmethod append_mesh_repeated(target_mesh, append_mesh, append_transform, repeat_count=1, apply_transform_to_first_instance=True, defer_change_notifications=False, append_options=[GeometryScriptCombineAttributesMode.ENABLE_ALL_MATCHING], debug=None) DynamicMesh

Repeatedly apply AppendTransform to the AppendMesh, each time adding the geometry to TargetMesh.

Parameters:
  • target_mesh (DynamicMesh) –

  • append_mesh (DynamicMesh) –

  • append_transform (Transform) –

  • repeat_count (int32) – number of times to repeat the transform-append cycle

  • apply_transform_to_first_instance (bool) – if true, the AppendTransform is applied before the first mesh append, otherwise it is applied after

  • defer_change_notifications (bool) –

  • append_options (GeometryScriptAppendMeshOptions) – Control how details like mesh attributes are handled when one mesh is appended to another

  • debug (GeometryScriptDebug) –

Return type:

DynamicMesh

classmethod append_mesh_transformed(target_mesh, append_mesh, append_transforms, constant_transform, constant_transform_is_relative=True, defer_change_notifications=False, append_options=[GeometryScriptCombineAttributesMode.ENABLE_ALL_MATCHING], debug=None) DynamicMesh

For each transform in AppendTransforms, apply the transform to AppendMesh and then add its geometry to the TargetMesh.

Parameters:
  • target_mesh (DynamicMesh) –

  • append_mesh (DynamicMesh) –

  • append_transforms (Array[Transform]) –

  • constant_transform (Transform) – the Constant transform will be applied after each Append transform

  • constant_transform_is_relative (bool) – if true, the Constant transform is applied “in the frame” of the Append Transform, otherwise it is applied as a second transform in local coordinates (ie rotate around the AppendTransform X axis, vs around the local X axis)

  • defer_change_notifications (bool) –

  • append_options (GeometryScriptAppendMeshOptions) – Control how details like mesh attributes are handled when one mesh is appended to another

  • debug (GeometryScriptDebug) –

Return type:

DynamicMesh

classmethod delete_selected_triangles_from_mesh(target_mesh, selection, defer_change_notifications=False) -> (DynamicMesh, num_deleted=int32)

Delete Selected Triangles from Mesh

Parameters:
Returns:

num_deleted (int32):

Return type:

int32

classmethod delete_triangle_from_mesh(target_mesh, triangle_id, defer_change_notifications=False) -> (DynamicMesh, was_triangle_deleted=bool)

Delete Triangle from Mesh

Parameters:
  • target_mesh (DynamicMesh) –

  • triangle_id (int32) –

  • defer_change_notifications (bool) –

Returns:

was_triangle_deleted (bool):

Return type:

bool

classmethod delete_triangles_from_mesh(target_mesh, triangle_list, defer_change_notifications=False) -> (DynamicMesh, num_deleted=int32)

Delete Triangles from Mesh

Parameters:
Returns:

num_deleted (int32):

Return type:

int32

classmethod delete_vertex_from_mesh(target_mesh, vertex_id, defer_change_notifications=False) -> (DynamicMesh, was_vertex_deleted=bool)

Delete Vertex from Mesh

Parameters:
  • target_mesh (DynamicMesh) –

  • vertex_id (int32) –

  • defer_change_notifications (bool) –

Returns:

was_vertex_deleted (bool):

Return type:

bool

classmethod delete_vertices_from_mesh(target_mesh, vertex_list, defer_change_notifications=False) -> (DynamicMesh, num_deleted=int32)

Delete Vertices from Mesh

Parameters:
Returns:

num_deleted (int32):

Return type:

int32

classmethod discard_mesh_attributes(target_mesh, defer_change_notifications=False) DynamicMesh

Discard Mesh Attributes

Parameters:
Return type:

DynamicMesh

classmethod set_vertex_position(target_mesh, vertex_id, new_position, defer_change_notifications=False) -> (DynamicMesh, is_valid_vertex=bool)

Set Vertex Position

Parameters:
  • target_mesh (DynamicMesh) –

  • vertex_id (int32) –

  • new_position (Vector) –

  • defer_change_notifications (bool) –

Returns:

is_valid_vertex (bool):

Return type:

bool