description: Using Cylinder Projection, update the UVs in the UV Channel for an entire mesh or a subset defined by a non-empty Selection.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetMeshUVsFromCylinderProjection ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int UVSetIndex, FTransform CylinderTransform, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, float SplitAngle, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Set the number of UV Channels on the Target Mesh. If not already enabled, this will enable the mesh attributes.

module: GeometryScriptingCore

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetNumUVSets ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int NumUVSets, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Scale of PlaneTransform defines world-space dimension that maps to 1 UV dimension

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetMeshUVsFromPlanarProjection ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int UVSetIndex, FTransform PlaneTransform, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Update all selected UV values in the specified UV Channel by adding the Translation value to each. If the provided Selection is empty, the Translation is applied to the entire UV Channel.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TranslateMeshUVs ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int UVSetIndex, FVector2D Translation, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Blur the color attribute of the mesh. If the mesh has no color attribute, the function returns the mesh unchanged.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * BlurMeshVertexColors ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, int NumIterations, double Strength, [EGeometryScriptBlurColorMode](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptBlurColorMode) BlurMode, [FGeometryScriptBlurMeshVertexColorsOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_7) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Apply a SRGB to Linear color transformation on all vertex colors on the mesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ConvertMeshVertexColorsSRGBToLinear ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Get a list of single vertex colors for each mesh vertex in the TargetMesh, derived from the VertexColor Overlay. The VertexColor Overlay may store multiple colors for a single vertex (ie different colors for that vertex on different triangles) In such cases the colors can either be averaged, or the last color seen will be used, depending on the bBlendSplitVertexValues parameter.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * GetMeshPerVertexColors ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & ColorList, bool & bIsValidColorSet, bool & bHasVertexIDGaps, bool bBlendSplitVertexValues )


description: Apply a Linear to SRGB color transformation on all vertex colors on the mesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ConvertMeshVertexColorsLinearToSRGB ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Set all vertex colors (optionally specific channels) in the TargetMesh VertexColor Overlay to a constant value

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetMeshConstantVertexColor ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, [FGeometryScriptColorFlags](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorFlags) Flags, bool bClearExisting, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Set all vertex colors in the TargetMesh VertexColor Overlay to the specified per-vertex colors

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetMeshPerVertexColors ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) VertexColorList, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Set the colors in the TargetMesh VertexColor Overlay identified by the Selection to a constant value. For a Vertex Selection, each existing VertexColor Overlay Element for the vertex is updated. For a Triangle or PolyGroup Selection, all Overlay Elements in the identified Triangles are updated.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetMeshSelectionVertexColor ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, [FGeometryScriptColorFlags](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorFlags) Flags, bool bCreateColorSeam, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Replaces the mesh with a voxelized-and-meshed approximation (VoxWrap operation).

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshSolidify ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptSolidifyOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSolidifyOptions) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Replaces the mesh with an SDF-based offset mesh approximation.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshMorphology ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptMorphologyOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMorphologyOptions) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Add Polygon to a Polygon List, with optional holes. Returns index of the added polygon.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod, AutoCreateRefTerm="HolePolygons")) static int32 AddPolygonToList ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) OuterPolygon, const [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) > & HolePolygons, bool bFixHoleOrientations )


description: Create a Polygon List of a single Polygon, with optional holes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod, AutoCreateRefTerm="HolePolygons")) static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) CreatePolygonListFromSinglePolygon ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) OuterPolygon, const [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) > & HolePolygons, bool bFixHoleOrientations )


description: Create a Polygon List from an array of Simple Polygons

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList") static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) CreatePolygonListFromSimplePolygons ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) > & OuterPolygons )


description: Append the polygons in 'Polygons to Append' to Polygon List

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static void AppendPolygonList ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonsToAppend )


description: Apply an offset to a set of open 2D PolyPaths, generating closed polygons as a result

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList") static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) CreatePolygonsFromOpenPolyPathsOffset ( [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) > PolyPaths, [FGeometryScriptOpenPathOffsetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptO-) OffsetOptions, double Offset, bool & bOperationSuccess, bool bCopyInputOnFailure )


description: Apply an offset to a single open 2D path, generating closed polygons as a result

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList") static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) CreatePolygonsFromPathOffset ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > Path, [FGeometryScriptOpenPathOffsetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptO-) OffsetOptions, double Offset, bool & bOperationSuccess, bool bCopyInputOnFailure )


description: Returns the area enclosed by a Polygon. Returns zero for an invalid PolygonIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static double GetPolygonArea ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool & bValidIndex, int32 PolygonIndex )


description: Returns the bounding box of a Polygon. Returns an empty, invalid box for an invalid PolygonIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static FBox2D GetPolygonBounds ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool & bValidIndex, int32 PolygonIndex )


description: Returns the number of polygons in the Polygon List

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static int32 GetPolygonCount ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList )


description: Returns the number of holes in a Polygon. Returns zero for an invalid PolygonIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static int32 GetPolygonHoleCount ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool & bValidIndex, int32 PolygonIndex )


description: Returns the area enclosed by a Polygon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static double GetPolygonListArea ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList )


description: Returns the bounding box of a Polygon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static FBox2D GetPolygonListBounds ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList )


description: Returns the number of vertices in a Polygon's outer shape, if HoleIndex is -1, or in the specified inner hole. Returns 0 for invalid Polygon or Hole indices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static int32 GetPolygonVertexCount ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool & bValidIndices, int32 PolygonIndex, int32 HoleIndex )


description: Returns the specified vertex of a Polygon  either of the outer polygon, if HoleIndex is -1, or specified inner hole. Vertex will be the zero vector for invalid Polygon or Hole indices, or if the polygon is empty. VertexIndex will loop.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static FVector2D GetPolygonVertex ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool & bIsValidVertex, int32 VertexIndex, int32 PolygonIndex, int32 HoleIndex )


description: Returns the vertices of a Polygon  either of the outer polygon, if HoleIndex is -1, or specified inner hole. OutVertices will be empty for invalid Polygon or Hole indices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static void GetPolygonVertices ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutVertices, bool & bValidIndices, int32 PolygonIndex, int32 HoleIndex )


description: Returns a specified Simple Polygon from a Polygon List  either the outer polygon, if HoleIndex is -1, or specified inner hole. Polygon will be empty for invalid Polygon or Hole indices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) GetSimplePolygon ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool & bValidIndices, int32 PolygonIndex, int32 HoleIndex )


description: Compute difference of Polygon List and Polygons to Subtract


description: Compute exclusive or of Polygon List and Polygons to Exclusive Or


description: Compute intersection of Polygon List and Polygons to Intersect


description: Apply a morphological "open" operator to a list of closed polygons  first offsetting by -Offset, then by +Offset. If Offset is negative, this will instead function as a 'Close' operation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonsMorphologyOpen ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [FGeometryScriptPolygonOffsetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptP-_5) OffsetOptions, double Offset, bool & bOperationSuccess, bool bCopyInputOnFailure )


description: Apply a single offset to a list of closed polygons

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonsOffset ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [FGeometryScriptPolygonOffsetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptP-_5) OffsetOptions, double Offset, bool & bOperationSuccess, bool bCopyInputOnFailure )


description: Apply a morphological "close" operator to a list of closed polygons  first offsetting by +Offset, then by -Offset. If Offset is negative, this will instead function as an 'Open' operation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonsMorphologyClose ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [FGeometryScriptPolygonOffsetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptP-_5) OffsetOptions, double Offset, bool & bOperationSuccess, bool bCopyInputOnFailure )


description: Apply two offsets in sequence to a list of closed polygons

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonsOffsets ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, [FGeometryScriptPolygonOffsetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptP-_5) OffsetOptions, double FirstOffset, double SecondOffset, bool & bOperationSuccess, bool bCopyInputOnFailure )


description: Compute union of all polygons in Polygon List. Also resolves self-intersections within each polygon.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolygonList", Meta=(ScriptMethod)) static [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonsUnion ( [FGeometryScriptGeneralPolygonList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptG-) PolygonList, bool bCopyInputOnFailure )


description: Resets all the items in the Color List to the specified Clear Color.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ClearColorList ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & ColorList, [FLinearColor](API\Runtime\Core\Math\FLinearColor) ClearColor )


description: Set each value inIndexList to the given Clear Value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ClearIndexList ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & IndexList, int ClearValue )


description: Resets all the items in the Vector List to the given Clear UV value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ClearUVList ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) & UVList, FVector2D ClearUV )


description: Resets all the items in the Vector List to the Clear Value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ClearVectorList ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList, FVector ClearValue )


description: Converts an array ofFLinearColor(Color Array) to a Color List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils") static void ConvertArrayToColorList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & ColorArray, [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & ColorList )


description: Resets all the items in the Scalar List to the Clear Value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ClearScalarList ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarList, double ClearValue )


description: PopulatesIndexList of the specifiedIndexType from the integer values stored in theIndexArray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils") static void ConvertArrayToIndexList ( const [TArray](API\Runtime\Core\Containers\TArray)< int > & IndexArray, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & IndexList, [EGeometryScriptIndexType](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptIndexType) IndexType )


description: Converts an array of doubles (Scalar Array) to Scalar List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils") static void ConvertArrayToScalarList ( const [TArray](API\Runtime\Core\Containers\TArray)< double > & VectorArray, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarList )


description: Converts a Triangle Array of integer triplets to a Triangle List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils") static void ConvertArrayToTriangleList ( const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & TriangleArray, [FGeometryScriptTriangleList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptTriangleList) & TriangleList )


description: Converts an array of FVector2D (UV Array) to UV List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils") static void ConvertArrayToUVList ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVArray, [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) & UVList )


description: Converts an Array of FVectors (Vector Array) to Vector List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils") static void ConvertArrayToVectorList ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & VectorArray, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList )


description: PopulatesIndexArray with the integer values stored in theIndexList.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ConvertIndexListToArray ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) IndexList, [TArray](API\Runtime\Core\Containers\TArray)< int > & IndexArray )


description: Converts the Color List to an array ofFLinearColor(Color Array).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ConvertColorListToArray ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList, [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & ColorArray )


description: Converts a Scalar List to an Scalar Array (an array of doubles).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ConvertScalarListToArray ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList, [TArray](API\Runtime\Core\Containers\TArray)< double > & ScalarArray )


description: Converts Vector List to an array of FVectors (Vector Array).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ConvertVectorListToArray ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & VectorArray )


description: Converts Triangle List to Triangle Array by populating with the appropriate integer triplets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ConvertTriangleListToArray ( [FGeometryScriptTriangleList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptTriangleList) TriangleList, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & TriangleArray )


description: Converts a UV List to an array of FVector2Ds (UV Array).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ConvertUVListToArray ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVArray )


description: Duplicates the contents of Color List into Duplicate List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void DuplicateColorList ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList, [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & DuplicateList )


description: Updates Duplicate List to be identical toIndexList.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void DuplicateIndexList ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) IndexList, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & DuplicateList )


description: Copies the contents of Scalar List into Duplicate List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void DuplicateScalarList ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & DuplicateList )


description: Duplicates the contents of UV List into Duplicate List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void DuplicateUVList ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList, [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) & DuplicateList )


description: Populates a Scalar List with values that corresponds to the 0, 1, 2, or 3 channel of a Color List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ExtractColorListChannel ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarList, int32 ChannelIndex )


description: Copies the contents of Vector List into Duplicate Vector List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void DuplicateVectorList ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & DuplicateList )


description: Populates a Vector List from a Color List. The channels in the Color List are mapped to vector components by means of X ChannelIndex, Y ChannelIndex, and Z ChannelIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void ExtractColorListChannels ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList, int32 XChannelIndex, int32 YChannelIndex, int32 ZChannelIndex )


description: Returns theFLinearColorstored in the Color List at the specified location. If theIndexis not valid for this Color List, FLinearColor::White will be returned and bIsValidIndex set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorListItem ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList, int Index, bool & bIsValidIndex )


description: Returns the index of the last item in the Color List. If Color List is empty or invalid, the value -1 will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetColorListLastIndex ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList )


description: Returns the number of items in the Color List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetColorListLength ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) ColorList )


description: Returns the index of the last element in theIndexList. Note, the value -1 will be returned if the list is empty or invalid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetIndexListLastIndex ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) IndexList )


description: Returns the item associated withIndexin theIndexList. IfIndexis not valid for thisIndexList the value -1 will be returned and bIsValidIndex will be set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetIndexListItem ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) IndexList, int Index, bool & bIsValidIndex )


description: Returns the number of Items inIndexList.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetIndexListLength ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) IndexList )


description: Returns the Scalar value associated withIndexin Scalar List. If theIndexis not valid for this Scalar List, the value 0.0 will be returned and bIsValidIndex set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static double GetScalarListItem ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList, int Index, bool & bIsValidIndex )


description: Returns the number of items in the Scalar List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetScalarListLength ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList )


description: Returns the index of the last Scalar in Scalar List. If Scalar List is empty or invalid, the value -1 will be returned

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetScalarListLastIndex ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList )


description: Returns the integer triplet associated with the index Triangle in the Triangle List. If Triangle is not valid for this Triangle List, the triplet (-1, -1, -1) will be returned and bIsValidIndex set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static FIntVector GetTriangleListItem ( [FGeometryScriptTriangleList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptTriangleList) TriangleList, int Triangle, bool & bIsValidTriangle )


description: Returns the number of Triangles in the Triangle list.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetTriangleListLength ( [FGeometryScriptTriangleList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptTriangleList) TriangleList )


description: Returns the FVector2D stored in the UV List at the specified location. If theIndexis not valid for this UV List, the Zero Vector will be returned and bIsValidIndex set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static FVector2D GetUVListItem ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList, int Index, bool & bIsValidIndex )


description: Returns the index of the last item in the UV List. If UV List is empty or invalid, the value -1 will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetUVListLastIndex ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList )


description: Returns the index of the last element in the Triangle List. If the Triangle List is empty or invalid, the value 0 will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetTriangleListLastTriangle ( [FGeometryScriptTriangleList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptTriangleList) TriangleList )


description: Returns the number of items in the UV List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetUVListLength ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList )


description: Returns the FVector stored in the VectorList at the specified location. if theIndexis not valid for this Vector List, the Zero Vector will be returned and bIsValidIndex set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static FVector GetVectorListItem ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList, int Index, bool & bIsValidIndex )


description: Returns the index of the last item in the Vector List. If Vector List is empty or invalid, the value -1 will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetVectorListLastIndex ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList )


description: Returns the number of items in the Vector List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static int GetVectorListLength ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList )


description: Updates the value of theFLinearColorstored in the Color List at the specified location. If theIndexis invalid, the operation will fail and bValidIndex will be set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void SetColorListItem ( [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & ColorList, int Index, [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor, bool & bIsValidIndex )


description: Updates the value associated withIndexin theIndexList. If theIndexis invalid, the operation will fail and in this case bValidIndex will be set to false on return.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void SetIndexListItem ( [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & IndexList, int Index, int NewValue, bool & bIsValidIndex )


description: Updates the value associated withIndexin the Scalar List. If theIndexis invalid, the operation will fail and bValidIndex will be set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void SetScalarListItem ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarList, int Index, double NewValue, bool & bIsValidIndex )


description: Updates the value of the FVector2D stored in the UV List at the specified location. If theIndexis invalid, the operation will fail and bValidIndex will be set to false on return.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void SetUVListItem ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) & UVList, int Index, FVector2D NewUV, bool & bIsValidIndex )


description: Updates the value of the FVector stored in the Vector List at the specified location. If theIndexis invalid, the operation will fail and bValidIndex will be set to false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|ListUtils", Meta=(ScriptMethod)) static void SetVectorListItem ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList, int Index, FVector NewValue, bool & bIsValidIndex )


description: Creates a PolyPath from an array of 2D position vectors. The Z-coordinate of the corresponding PolyPath vertices will be zero.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static void ConvertArrayOfVector2DToPolyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & VertexArray, [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) & PolyPath )


description: Creates a PolyPath from an array of 3D position vectors.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static void ConvertArrayToPolyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & VertexArray, [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) & PolyPath )


description: Populates an array of 3D vectors with the PolyPath vertex locations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static void ConvertPolyPathToArray ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & VertexArray )


description: Creates an array of 2D Vectors with the PolyPath vertex locations projected onto the XY plane.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static void ConvertPolyPathToArrayOfVector2D ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & VertexArray )


description: Sample positions from aUSplineComponentinto a PolyPath, based on the given SamplingOptions

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static void ConvertSplineToPolyPath ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * Spline, [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) & PolyPath, [FGeometryScriptSplineSamplingOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptS-_7) SamplingOptions )


description: Returns a PolyPath created from an array of 2D position vectors. The Z-coordinate of the corresponding PolyPath vertices will be zero.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Array Of Vector2D To PolyPath", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|PolyPath") static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) Conv_ArrayOfVector2DToGeometryScriptPolyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & PathVertices )


description: Returns a PolyPath created from an array of 3D position vectors.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Array Of Vector To PolyPath", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|PolyPath") static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) Conv_ArrayToGeometryScriptPolyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathVertices )


description: Returns an array of 3D vectors with the PolyPath vertex locations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="PolyPath To Array Of Vector", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|PolyPath") static [TArray](API\Runtime\Core\Containers\TArray)< FVector > Conv_GeometryScriptPolyPathToArray ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath )


description: Returns an array of 2D Vectors with the PolyPath vertex locations projected onto the XY plane.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="PolyPath To Array Of Vector2D", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|PolyPath") static [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > Conv_GeometryScriptPolyPathToArrayOfVector2D ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath )


description: Create an open arc on the XY plane around the given Center. As it is an open path, the end vertex exactly hits the target EndAngle (so will be positioned on the start vertex if the end aligns to the start)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) CreateArcPath2D ( FVector2D Center, float Radius, int NumPoints, float StartAngle, float EndAngle )


description: Create an open arc around the origin on the XY plane, then transformed by Transform. As it is an open path, the end vertex exactly hits the target EndAngle (so will be positioned on the start vertex if the end aligns to the start)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) CreateArcPath3D ( FTransform Transform, float Radius, int NumPoints, float StartAngle, float EndAngle )


description: Create a closed circle around the origin on the XY plane, then transformed by Transform.Byour convention for closed paths, the end vertex isnota duplicate of the start vertex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) CreateCirclePath3D ( FTransform Transform, float Radius, int NumPoints )


description: Create a 2D, flattened copy of the path by dropping the given axis, and using the other two coordinates as the new X, Y coordinates.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath", Meta=(ScriptMethod, DisplayName="Flatten To 2D On Axis")) static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) FlattenTo2DOnAxis ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath, [EGeometryScriptAxis](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptAxis) DropAxis )


description: Create a closed circle on the XY plane around the given Center.Byour convention for closed paths, the end vertex isnota duplicate of the start vertex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) CreateCirclePath2D ( FVector2D Center, float Radius, int NumPoints )


description: Find the index of the vertex closest to a given point. Returns -1 if the PolyPath has no vertices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static int32 GetNearestVertexIndex ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath, FVector Point )


description: Returns the index of the last vertex in the PolyPath.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static int GetPolyPathLastIndex ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath )


description: Returns the length of the PolyPath.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static double GetPolyPathArcLength ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath )


description: Returns the number of vertices in the the PolyPath.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static int GetPolyPathNumVertices ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath )


description: Returns the local tangent vector of the PolyPath at the specified vertex index. If theIndexdoes not correspond to a vertex in the PolyPath, a Zero Vector (0,0,0) will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static FVector GetPolyPathTangent ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath, int Index, bool & bIsValidIndex )


description: Sample aUSplineComponentinto a list of FTransforms, based on the given SamplingOptions.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|PolyPath") static void SampleSplineToTransforms ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * Spline, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Frames, [TArray](API\Runtime\Core\Containers\TArray)< double > & FrameTimes, [FGeometryScriptSplineSamplingOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptS-_7) SamplingOptions, FTransform RelativeTransform, bool bIncludeScale )


description: Returns the 3D position of the requested vertex in the PolyPath. If theIndexdoes not correspond to a vertex in the PolyPath, a Zero Vector (0,0,0) will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|PolyPath", Meta=(ScriptMethod)) static FVector GetPolyPathVertex ( [FGeometryScriptPolyPath](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptPolyPath) PolyPath, int Index, bool & bIsValidIndex )


description:
Check if the Ray intersects a Sphere defined by the SphereCenter and SphereRadius.
true if the ray hits the box, and false otherwise

code: static bool GetRayBoxIntersection ( FRay Ray, FBox Box, double & HitDistance )


description: Get the closest point on the Ray to the given Point

code: static FVector GetRayClosestPoint ( FRay Ray, FVector Point )


description:
Compute the pair of closest points on a 3D Ray and Line. The Line is defined by an Origin and Direction (ie same as a Ray) but extends infinitely in both directions.
the minimum distance between the Ray and Line, ie between RayPoint and LinePoint

code: static double GetRayLineClosestPoint ( FRay Ray, FVector LineOrigin, FVector LineDirection, double & RayParameter, FVector & RayPoint, double & LineParameter, FVector & LinePoint )


description: Project the given Point onto the closest point along the Ray, and return the Ray Parameter/Distance at that Point

code: static double GetRayParameter ( FRay Ray, FVector Point )


description: Get a Point at the given Distance along the Ray (Origin + Distance*Direction)

code: static FVector GetRayPoint ( FRay Ray, double Distance )


description:
Find the intersection of a Ray and a Plane
true if the ray hits the plane (only false if ray is parallel with plane)

code: static bool GetRayPlaneIntersection ( FRay Ray, FPlane Plane, double & HitDistance )


description:
Compute the pair of closest points on a 3D Ray and Line Segment The Line Segment is defined by its two Endpoints.
the minimum distance between the Ray and Segment, ie between RayPoint and SegPoint

code: static double GetRaySegmentClosestPoint ( FRay Ray, FVector SegStartPoint, FVector SegEndPoint, double & RayParameter, FVector & RayPoint, FVector & SegPoint )


description: Get the distance from Point to the closest point on the Ray

code: static double GetRayPointDistance ( FRay Ray, FVector Point )


description:
Check if the Ray intersects a Sphere defined by the SphereCenter and SphereRadius. This function returns two intersection distances (ray parameters). If the ray grazes the sphere, both distances will be the same, and if it misses, they will be MAX_FLOAT. Use the function GetRayPoint to convert the distances to points on the ray/sphere.
true if ray intersects sphere

code: static bool GetRaySphereIntersection ( FRay Ray, FVector SphereCenter, double SphereRadius, double & Distance1, double & Distance2 )


description: Get two points along the ray.

code: static void GetRayStartEnd ( FRay Ray, double StartDistance, double EndDistance, FVector & StartPoint, FVector & EndPoint )


description: Apply the given Transform to the given Ray, or optionally the Transform Inverse, and return the new transformed Ray

code: static FRay GetTransformedRay ( FRay Ray, FTransform Transform, bool bInvert )


description: Create a Ray from two points, placing the Origin at A and the Direction as Normalize(B-A)

code: static FRay MakeRayFromPoints ( FVector A, FVector B )


description: Create a Ray from an Origin and Direction, with optionally non-normalized Direction

code: static FRay MakeRayFromPointDirection ( FVector Origin, FVector Direction, bool bDirectionIsNormalized )


description: this function can be quite expensive. The results may be non-deterministic, and are expected to change in future versions.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyUniformRemesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptRemeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptRemeshOptions) RemeshOptions, [FGeometryScriptUniformRemeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptU-) UniformOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Extract the Collision Geometry from FromObject and copy/approximate it with meshes stored in ToDynamicMesh. For Simple Collision, FromObject can be a StaticMesh Asset or any PrimitiveComponent For Complex Collision, FromObject can be a StaticMesh Asset, StaticMeshComponent, or DynamicMeshComponent

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyCollisionMeshesFromObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * FromObject, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ToDynamicMesh, bool bTransformToWorld, FTransform & LocalToWorld, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, bool bUseComplexCollision, int SphereResolution, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a newUDynamicMeshPoolobject. Caller needs to create aUPropertyreference to the returned object, or it will be garbage-collected.

code: static [UDynamicMeshPool](API\Runtime\GeometryFramework\UDynamicMeshPool) * CreateDynamicMeshPool()


description: Configure the Material set on a PrimitiveComponent, by repeatedly calling SetMaterial. This is a simple utility function and it's behavior will depend on the specifics of the Component.

code: static void SetComponentMaterialList ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & MaterialList, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Set the specified vertex of a Simple Polygon. Returns the index of the added vertex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static int32 AddPolygonVertex ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon, FVector2D Position )


description: Sample positions from aUSplineComponentinto a Simple Polyon, based on the given SamplingOptions

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon") static void ConvertSplineToPolygon ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * Spline, [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) & Polygon, [FGeometryScriptSplineSamplingOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptS-_7) SamplingOptions, [EGeometryScriptAxis](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptAxis) DropAxis )


description: Returns a Polygon created from an array of 2D position vectors.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Array Of Vector2D To Simple Polygon", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|SimplePolygon") static [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Conv_ArrayOfVector2DToGeometryScriptSimplePolygon ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & PathVertices )


description: Returns a Polygon created from an array of 3D position vectors, ignoring the Z coordinate.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Array Of Vector To Simple Polygon", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|SimplePolygon") static [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Conv_ArrayToGeometryScriptSimplePolygon ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathVertices )


description: Returns an array of 3D vectors with the Polygon vertex locations, with Z coordinate set to zero.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Simple Polygon To Array Of Vector", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|SimplePolygon") static [TArray](API\Runtime\Core\Containers\TArray)< FVector > Conv_GeometryScriptSimplePolygonToArray ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon )


description: Copy the mesh from a given Component to a Dynamic Mesh. StaticMeshComponent, DynamicMeshCompnent, and BrushComponent are supported. This function offers minimal control over the copying, if more control is needed for Static Meshes, use CopyMeshFromStaticMesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshFromComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ToDynamicMesh, [FGeometryScriptCopyMeshFromComponentOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptC-_5) Options, bool bTransformToWorld, FTransform & LocalToWorld, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Returns an array of 2D Vectors with the Polygon vertex locations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Simple Polygon To Array Of Vector2D", CompactNodeTitle="->", BlueprintAutocast), Category="GeometryScript|SimplePolygon") static [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > Conv_GeometryScriptSimplePolygonToArrayOfVector2D ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon )


description: Returns the arc length of a Simple Polygon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static double GetPolygonArcLength ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon )


description: Returns the area enclosed by a Simple Polygon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static double GetPolygonArea ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon )


description: Returns the bounding box of a Simple Polygon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static FBox2D GetPolygonBounds ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon )


description: Returns the number of vertices in a Simple Polygon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static int32 GetPolygonVertexCount ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon )


description: Returns a vertex's tangent of a Simple Polygon. VertexIndex loops around, so e.g., -1 gives the tangent of the last vertex in the polygon. If Polygon has no vertices, returns the zero vector.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static FVector2D GetPolygonTangent ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon, int32 VertexIndex, bool & bPolygonIsEmpty )


description: Returns the specified vertex of a Simple Polygon. VertexIndex loops around, so e.g., -1 gives the last vertex in the polygon. If Polygon has no vertices, returns the zero vector.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static FVector2D GetPolygonVertex ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon, int32 VertexIndex, bool & bPolygonIsEmpty )


description: Set the specified vertex of a Simple Polygon. VertexIndex loops around, so e.g., -1 gives the last vertex in the polygon. Does nothing if Polygon has no vertices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|SimplePolygon", Meta=(ScriptMethod)) static void SetPolygonVertex ( [FGeometryScriptSimplePolygon](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimplePolygon) Polygon, int32 VertexIndex, FVector2D Position, bool & bPolygonIsEmpty )


description: Extracts a Dynamic Mesh from a Skeletal Mesh Asset.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * FromSkeletalMeshAsset, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ToDynamicMesh, [FGeometryScriptCopyMeshFromAssetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptC-_4) AssetOptions, [FGeometryScriptMeshReadLOD](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshReadLOD) RequestedLOD, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Extracts a Dynamic Mesh from a Static Mesh Asset.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * FromStaticMeshAsset, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ToDynamicMesh, [FGeometryScriptCopyMeshFromAssetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptC-_4) AssetOptions, [FGeometryScriptMeshReadLOD](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshReadLOD) RequestedLOD, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Updates a Skeletal Mesh Asset with new geometry and bone weights data from a Dynamic Mesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshToSkeletalMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * ToSkeletalMeshAsset, [FGeometryScriptCopyMeshToAssetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptC-_6) Options, [FGeometryScriptMeshWriteLOD](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshWriteLOD) TargetLOD, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Updates a Static Mesh Asset with new geometry converted from a Dynamic Mesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshToStaticMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ToStaticMeshAsset, [FGeometryScriptCopyMeshToAssetOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptC-_6) Options, [FGeometryScriptMeshWriteLOD](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshWriteLOD) TargetLOD, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Extracts the Material List and corresponding Material Indices from the specified LOD of the Static Mesh Asset.

code: static void GetSectionMaterialListFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * FromStaticMeshAsset, [FGeometryScriptMeshReadLOD](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshReadLOD) RequestedLOD, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & MaterialList, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & MaterialIndex, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Although the class name indicates StaticMeshFunctions, that was a naming mistake that is difficult to correct. This class is intended to serve as a generic asset utils function library. The naming issue is only visible at the C++ level. It is not visible in Python or BP.


description: Samples the given TextureMap at the list of UV positions and returns the color at each position in ColorList output.

code: static void SampleTexture2DAtUVPositions ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [FGeometryScriptSampleTextureOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptS-) SampleOptions, [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & ColorList, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Sample the the given TextureMap at the list of UV positions and return the color at each position in ColorList output. This function fetches GPU data before sampling so, depending on your application, it can be inefficient and slow!

code: static void SampleTextureRenderTarget2DAtUVPositions ( [FGeometryScriptUVList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptUVList) UVList, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * Texture, [FGeometryScriptSampleTextureOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptS-) SampleOptions, [FGeometryScriptColorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptColorList) & ColorList, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Get the Vector for the direction of the X/Y/Z axis of the Transform, ie the Vector resulting from transforming the unit direction vectors (1,0,0) / etc

code: static FVector GetTransformAxisVector ( FTransform Transform, [EGeometryScriptAxis](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptAxis) Axis )


description: Get the Ray at the Transform Location aligned with the direction of the X/Y/Z axis of the Transform, ie the Direction Vector resulting from transforming the unit direction vectors (1,0,0) / etc

code: static FRay GetTransformAxisRay ( FTransform Transform, [EGeometryScriptAxis](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptAxis) Axis )


description: Get the Plane at the Transform Location with the Plane Normal aligned with the direction of the X/Y/Z axis of the Transform, ie the Direction Vector resulting from transforming the unit direction vectors (1,0,0) / etc

code: static FPlane GetTransformAxisPlane ( FTransform Transform, [EGeometryScriptAxis](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptAxis) Axis )


description: Create a Transform at the given Location, with the ZAxis vector as the Z axis of the Transform, and the X or Y axis oriented to the Tangent vector, based on the bTangentIsX parameter.

code: static FTransform MakeTransformFromZAxis ( FVector Location, FVector ZAxis )


code: static FTransform MakeTransformFromAxes ( FVector Location, FVector ZAxis, FVector TangentAxis, bool bTangentIsX )


description: Compute (Constant * A) for each element A is the Scalar List, and the result is stored in the original Scalar List.

code: static void ConstantScalarMultiplyInPlace ( double Constant, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarList )


description: Compute (Constant * Vector) for each element in VectorList, and return in a new list

code: static [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) ConstantVectorMultiply ( double Constant, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList )


description: Compute (Constant * Vector) for each element in VectorList, and store in VectorList

code: static void ConstantVectorMultiplyInPlace ( double Constant, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList )


description: Compute (ConstantA * A) + (ConstantB * B) for each pair of values in ScalarListA and ScalarListB and return in new ScalarList.Bydefault (constants = 1) this just adds the two values. Set ConstantB = -1 to subtract B from A. Can also be used to Linear Interpolate, by setting ConstantB = (1-ConstantA)

code: static [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarBlend ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarListA, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarListB, double ConstantA, double ConstantB )


description: Compute (ConstantA * A) + (ConstantB * B) for each pair of values in ScalarListA and ScalarListB and return in ScalarListB.Bydefault (constants = 1) this just adds the two values. Set ConstantB = -1 to subtract B from A. Can also be used to Linear Interpolate, by setting ConstantB = (1-ConstantA)

code: static void ScalarBlendInPlace ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarListA, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarListB, double ConstantA, double ConstantB )


description: Compute (Numerator / Scalar) for each element of ScalarList and return in a new ScalarList. IfAbs(Scalar)< Epsilon, set to SetOnFailure value.

code: static [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarInvert ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList, double Numerator, double SetOnFailure, double Epsilon )


description: Compute (Numerator / Scalar) for each element of ScalarList and store in input ScalarList IfAbs(Scalar)< Epsilon, set to SetOnFailure value.

code: static void ScalarInvertInPlace ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarList, double Numerator, double SetOnFailure, double Epsilon )


description: Returns a Scalar List constructed with each element is the product (ConstantMultiplier * A * B) where A and B are the corresponding elements from ScalarListA and ScalarListB accordingly. If ScalarListA and ScalarListB have different lengths, no operation will be performed and an empty Scalar List will be returned.

code: static [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarMultiply ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarListA, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarListB, double ConstantMultiplier )


description: Returns a Scalar List of the same length as the input Scalar List, with the elements computed as (Constant * A) where A is the corresponding element in the input List.

code: static [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ConstantScalarMultiply ( double Constant, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList )


description: Compute (ConstantMultiplier * A * B) where A and B are the corresponding elements from ScalarListA and ScalarListB accordingly, and store the result in ScalarListA. If ScalarListA and ScalarListB have different lengths, the computation will be skipped.

code: static void ScalarMultiplyInPlace ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarListA, [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) & ScalarListB, double ConstantMultiplier )


description: Compute (ScalarMultiplier * Scalar * Vector) for each scalar/vector pair in the two input lists, and return in a new VectorList.

code: static [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) ScalarVectorMultiply ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList, double ScalarMultiplier )


description: Compute (ScalarMultiplier * Scalar * Vector) for each scalar/vector pair in the two input lists, and store in the input VectorList

code: static void ScalarVectorMultiplyInPlace ( [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) ScalarList, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList, double ScalarMultiplier )


description: Compute (ConstantA * A) + (ConstantB * B) for each pair of vectors in VectorListA and VectorListB and return in new VectorList.Bydefault (constants = 1) this just adds the two vectors. Set ConstantB = -1 to subtract B from A. Can also be used to Linear Interpolate, by setting ConstantB = (1-ConstantA)

code: static [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorBlend ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorListA, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorListB, double ConstantA, double ConstantB )


description: Compute (ConstantA * A) + (ConstantB * B) for each pair of vectors in VectorListA and VectorListB, and store in VectorListBBydefault (constants = 1) this just adds the two vectors. Set ConstantB = -1 to subtract B from A. Can also be used to Linear Interpolate, by setting ConstantB = (1-ConstantA)

code: static void VectorBlendInPlace ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorListA, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorListB, double ConstantA, double ConstantB )


description: Compute the cross-product between each pair of vectors in VectorListA and VectorListB and return in new VectorList


description: Compute the dot-product between each pair of vectors in VectorListA and VectorListB and return in new ScalarList


description: Compute the length/magnitude of each vector in VectorListA and return in new ScalarList. Note that SquaredLength can be computed using VectorDot(A,A).


description: Normalize each vector in VectorList, and store in VectorList. If a vector is degenerate, set the normal to the SetOnFailure vector.

code: static void VectorNormalizeInPlace ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) & VectorList, FVector SetOnFailure )


description: Convert each Vector in VectorList to a Scalar by computing (ConstantX*Vector.X + ConstantY*Vector.Y + ConstantZ*Vector.Z), and return in a new ScalarList. This can be used to extract the X/Y/Z values from a Vector, or other component-wise math

code: static [FGeometryScriptScalarList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptScalarList) VectorToScalar ( [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) VectorList, double ConstantX, double ConstantY, double ConstantZ )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|Bake") static [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > BakeTexture ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform TargetTransform, [FGeometryScriptBakeTargetMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_2) TargetOptions, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SourceMesh, FTransform SourceTransform, [FGeometryScriptBakeSourceMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_1) SourceOptions, const [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryScriptBakeTypeOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeTypeOptions) > & BakeTypes, [FGeometryScriptBakeTextureOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_3) BakeOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeometryScript|Bake") static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * BakeVertex ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform TargetTransform, [FGeometryScriptBakeTargetMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_2) TargetOptions, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SourceMesh, FTransform SourceTransform, [FGeometryScriptBakeSourceMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_1) SourceOptions, [FGeometryScriptBakeOutputType](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeOutputType) BakeTypes, [FGeometryScriptBakeVertexOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeVertexOptions) BakeOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: static [FGeometryScriptRenderCaptureTextures](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptR-_3) BakeTextureFromRenderCaptures ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform TargetLocalToWorld, [FGeometryScriptBakeTargetMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-_2) TargetOptions, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > SourceActors, [FGeometryScriptBakeRenderCaptureOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptB-) BakeOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|Bake") static [FGeometryScriptBakeTypeOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeTypeOptions) MakeBakeTypeAmbientOcclusion ( int OcclusionRays, float MaxDistance, float SpreadAngle, float BiasAngle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|Bake") static [FGeometryScriptBakeTypeOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeTypeOptions) MakeBakeTypeBentNormal ( int OcclusionRays, float MaxDistance, float SpreadAngle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|Bake") static [FGeometryScriptBakeTypeOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeTypeOptions) MakeBakeTypeMultiTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & MaterialIDSourceTextures, int SourceUVLayer )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeometryScript|Bake") static [FGeometryScriptBakeTypeOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptBakeTypeOptions) MakeBakeTypeTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SourceTexture, int SourceUVLayer )


description: Adds a list of triangles to the mesh and populates the New Indices List with the corresponding new Triangle IDs.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AddTrianglesToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptTriangleList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptTriangleList) NewTrianglesList, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & NewIndicesList, int NewTriangleGroupID, bool bDeferChangeNotifications, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Adds a triangle (Vertex ID triplet) to the mesh and updates New TriangleIndexwith the resulting Triangle ID.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AddTriangleToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FIntVector NewTriangle, int & NewTriangleIndex, int NewTriangleGroupID, bool bDeferChangeNotifications, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Adds a new vertex to the mesh and returns a new Vertex ID (NewVertexIndex).

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AddVertexToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FVector NewPosition, int & NewVertexIndex, bool bDeferChangeNotifications )


description: Adds a list of vertices to the mesh, and populates the NewIndicesList with the corresponding new Vertex IDs.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AddVerticesToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) NewPositionsList, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & NewIndicesList, bool bDeferChangeNotifications )


description: Apply Append Transform to Append Mesh and then add its geometry to the Target Mesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendMesh, FTransform AppendTransform, bool bDeferChangeNotifications, [FGeometryScriptAppendMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptAppendMeshOptions) AppendOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Adds a set of vertices/triangles to the mesh, with Normals, UVs, and Colors; returning the new triangles indices

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendBuffersToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, const [FGeometryScriptSimpleMeshBuffers](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptSimpleMeshBuffers) & Buffers, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) & NewTriangleIndicesList, int MaterialID, bool bDeferChangeNotifications, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


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

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendMeshRepeated ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendMesh, FTransform AppendTransform, int RepeatCount, bool bApplyTransformToFirstInstance, bool bDeferChangeNotifications, [FGeometryScriptAppendMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptAppendMeshOptions) AppendOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


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

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendMeshTransformed ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * AppendMesh, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & AppendTransforms, FTransform ConstantTransform, bool bConstantTransformIsRelative, bool bDeferChangeNotifications, [FGeometryScriptAppendMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptAppendMeshOptions) AppendOptions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Removes specified triangles, identified by mesh selection, from the mesh. On return, NumDeleted will contain the actual number of triangles removed.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * DeleteSelectedTrianglesFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, int & NumDeleted, bool bDeferChangeNotifications )


description: Removes a triangle from the mesh as indicated by the Triangle ID. Should the delete fail, e.g. if the specified triangle was not a mesh element, the flag bWasTriangleDelete will be set to false.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * DeleteTriangleFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int TriangleID, bool & bWasTriangleDeleted, bool bDeferChangeNotifications )


description: Removes a vertex from the mesh as indicated by the VertexID. Should the delete fail, e.g. if the specified vertex was not a mesh element, the flag bWasVertexDeleted will be set to false.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * DeleteVertexFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int VertexID, bool & bWasVertexDeleted, bool bDeferChangeNotifications )


description: Removes a list of triangles from the mesh. On return, NumDeleted will contain the actual number of triangles removed.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * DeleteTrianglesFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) TriangleList, int & NumDeleted, bool bDeferChangeNotifications )


code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * DiscardMeshAttributes ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, bool bDeferChangeNotifications )


description: Removes a list of vertices from the mesh. On return, NumDeleted will contain the actual number of vertices removed.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * DeleteVerticesFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) VertexList, int & NumDeleted, bool bDeferChangeNotifications )


code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetVertexPosition ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, int VertexID, FVector NewPosition, bool & bIsValidVertex, bool bDeferChangeNotifications )


description: Set all vertex positions in the TargetMesh to the specified Positions.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SetAllMeshVertexPositions ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptVectorList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptVectorList) PositionList, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Computes a smooth skin binding for the given mesh to the skeleton provided.

code: static ComputeSmoothBoneWeights()


description: Copy the bone attributes (skeleton) from the SourceMesh to the TargetMesh.

code: static CopyBonesFromMesh()


description: Discard the bone attributes (skeleton) from the TargetMesh.

code: static DiscardBonesFromMesh()


description: Get an array of bones representing the skeleton. Each entry contains information about the bone.

code: static GetAllBonesInfo()


description: Get the information about the children of the bone.

code: static GetBoneChildren()


description: Get the index of the bone with the given name.

code: static GetBoneIndex()


description: Get the bone information.

code: static GetBoneInfo()


description: Determine the largest bone weight index that exists on the Mesh

code: static GetMaxBoneWeightIndex()


description: Get the name of the root bone.

code: static GetRootBoneName()


description: Return an array of Bone/Skin Weights at a given vertex of TargetMesh

code: static GetVertexBoneWeights()


description: Return the Bone/Skin Weight with the maximum weight at a given vertex of TargetMesh

code: static GetLargestVertexBoneWeight()


description: Create a new BoneWeights attribute on the TargetMesh, if it does not already exist. If it does exist, and bReplaceExistingProfile is passed as true, the attribute will be removed and re-added, to reset it.

code: static MeshCreateBoneWeights()


description: Check whether the TargetMesh has a per-vertex Bone/Skin Weight Attribute set

code: static MeshHasBoneWeights()


description: Set all vertices of the TargetMesh to the given Bone/Skin Weights

code: static SetAllVertexBoneWeights()


description: Set the Bone/Skin Weights at a given vertex of TargetMesh

code: static SetVertexBoneWeights()


description: Transfer the bone weights from the SourceMesh to the TargetMesh. Assumes that the meshes are aligned. Otherwise, use the TransformMesh geometry script function to align them.

code: static TransferBoneWeightsFromMesh()


description: Applies a Boolean operation (such as, Union, Intersect, and Subtract) to the Target Dynamic Mesh based on a Tool Dynamic Mesh.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshBoolean ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform TargetTransform, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ToolMesh, FTransform ToolTransform, [EGeometryScriptBooleanOperation](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptBooleanOperation) Operation, [FGeometryScriptMeshBooleanOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptM-_2) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Mirrors a mesh across a plane, with optional cutting and welding of triangles.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshMirror ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform MirrorFrame, [FGeometryScriptMeshMirrorOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshMirrorOptions) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Applies a plane cut to a mesh, optionally filling any holes created.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshPlaneCut ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform CutFrame, [FGeometryScriptMeshPlaneCutOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptM-_8) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Slices a mesh into two halves, with optional hole filling.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshPlaneSlice ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform CutFrame, [FGeometryScriptMeshPlaneSliceOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptM-_9) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Mesh-Boolean-Union an object with itself to repair self-intersections, remove floating geometry, etc.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyMeshSelfUnion ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptMeshSelfUnionOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptM-_11) Options, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Returns true if the two input meshes (with optional transforms) are geometrically intersecting.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * IsIntersectingMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, FTransform TargetTransform, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * OtherMesh, FTransform OtherTransform, bool & bIsIntersecting, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Returns true if the two input meshes are equivalent under the comparisons defined by the input options.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * IsSameMeshAs ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * OtherMesh, [FGeometryScriptIsSameMeshOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIsSameMeshOptions) Options, bool & bIsSameMesh, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )