ModelingComponents

Windows
MacOS
Linux

Filters

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 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

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,
    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

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

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::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::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::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::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...
)

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback