FGeometryCollection

[FGeometryCollection](API\Runtime\GeometryCollectionCore\GeometryCollection\FGeometryCollection) ([FTransformCollection](API\Runtime\GeometryCollectionCore\GeometryCollection\FTransformCollection))

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GeometryCollectionCore

Header

/Engine/Source/Runtime/Experimental/GeometryCollectionCore/Public/GeometryCollection/GeometryCollection.h

Include

#include "GeometryCollection/GeometryCollection.h"

Syntax

class FGeometryCollection : public FTransformCollection

Remarks

Variables

Constructors

Functions

Name Description

Public function

int32

 

AppendGeometry

(
    const FGeometryCollection & Geometr...,
    int32 MaterialIDOffset,
    bool ReindexAllMaterials,
    const FTransform & TransformRoot
)

Append a single geometric object to a FGeometryCollection

Public function Const

TArray < FGeo ...

 

BuildMeshSections

(
    const TArray < FIntVector >& Indice...,
    TArray < int32 > BaseMeshOriginalInd...,
    TArray < FIntVector >& RetIndices
)

Builds mesh sections for a given index buffer that could be a subset.

Public function

void

 

ClearFlags

(
    int32 Element,
    int32 InFlags
)

Public function

TArray < TArr ...

 

ConnectionGraph()

Connection of leaf geometry

Protected function

void

 

Construct()

Public function Const

bool

 

HasContiguousFaces()

Returns true if the faces are contiguous

Public function Const

bool

 

HasContiguousRenderFaces()

Returns true if the render faces are contiguous

Public function Const

bool

 

HasContiguousVertices()

Returns true if the vertices are contiguous

Public function Const

bool

 

HasFlags

(
    int32 Element,
    int32 InFlags
)

Public function Const

bool

 

HasVisibleGeometry()

Returns true if there is anything to render

Public function Const

bool

 

IsClustered

(
    int32 Element
)

Public function Const

bool

 

IsGeometry

(
    int32 Element
)

Public function Const

bool

 

IsTransform

(
    int32 Element
)

Public function Static

FGeometryCol ...

 

NewGeometryCollection

(
    const TArray < float >& RawVertexAr...,
    const TArray < int32 >& RawIndicesA...,
    const TArray < int32 >& RawBoneMapA...,
    const TArray < FTransform >& RawTra...,
    const TManagedArray < int32 >& RawL...,
    const TManagedArray < int32 >& RawP...,
    const TManagedArray < TSet < int32 >>...,
    const TManagedArray < int32 >& RawS...,
    const TManagedArray < int32 >& RawS...
)

Create a GeometryCollection from Vertex, Indices, BoneMap, Transform, BoneHierarchy arrays

Public function Static

FGeometryCol ...

 

NewGeometryCollection

(
    const TArray < float >& RawVertexAr...,
    const TArray < int32 >& RawIndicesA...,
    bool ReverseVertexOrder
)

Create a GeometryCollection from Vertex and Indices arrays

Public function

void

 

ReindexMaterials()

Reindex sections to keep polys with same materials together to reduce the number of draw calls

Protected function

void

 

RemoveGeometryElements

(
    const TArray < int32 >& SortedGeome...
)

Remove Geometry elements i.e. verts, faces, etc, leaving the transform nodes intact

Protected function

void

 

ReorderGeometryElements

(
    const TArray < int32 >& NewOrder
)

Reorder geometry elements.

Protected function

void

 

ReorderTransformElements

(
    const TArray < int32 >& NewOrder
)

Reorder geometry elements based on the new transform order.

Public function

void

 

SetFlags

(
    int32 Element,
    int32 InFlags
)

Public function

void

 

UpdateBoundingBox()

Update bounding box entries for the geometry

Protected function

void

 

UpdateFaceGroupElements()

Update Face Attributes based on changes in the group.

Public function

void

 

UpdateGeometryVisibility

(
    const TArray < int32 >& NodeList,
    bool VisibilityState
)

Update the visibility of specified geometry nodes

Public function

void

 

UpdateOldAttributeNames()

Backwards compatibility

Protected function

void

 

UpdateVerticesGroupElements()

Update Vertex Attributes based on changes in the group.

Public function

void

 

WriteDataToHeaderFile

(
    const FString & Name,
    const FString & Path
)

Public function

void

 

WriteDataToOBJFile

(
    const FString & Name,
    const FString & Path,
    const bool WriteTopology,
    const bool WriteAuxStructures
)

Overridden from FManagedArrayCollection

Name Description

Public function Virtual

void

 

RemoveElements

(
    const FName & Group,
    const TArray < int32 >& DeletionLis...,
    FProcessingParameters Params
)

Remove Geometry and update dependent elements

Public function Virtual

void

 

ReorderElements

(
    FName Group,
    const TArray < int32 >& NewOrder
)

Reorders elements in a group. NewOrder must be the same length as the group.

Public function Virtual

void

 

Serialize

(
    Chaos::FChaosArchive & Ar
)

Serialize

Public function Virtual

void

 

SetDefaults

(
    FName Group,
    uint32 StartSize,
    uint32 NumElements
)

Operators

Name Description

Public function

FGeometryCol ...

 

operator=

(
    FGeometryCollection &&
)

Public function

FGeometryCol ...

 

operator=

(
    const FGeometryCollection &
)

Enums

Name

Description

Public enum

ENodeFlags

Public enum

ESimulationTypes

Typedefs

Name

Description

Super

Constants

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