code: virtual void HandleSkeletalMeshModified ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames, const [ESkeletalMeshNotifyType](API\Developer\SkeletalMeshUtilitiesCommon\ESkeletalMeshNotifyType) InNotifyType )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

module: MeshModelingToolsEditorOnlyExp

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: Modifier functions.

code: void MirrorBones()


description: USkeletonEditingTool

code: void Init ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & InSceneState )


code: void MoveBones()


description: Notify Target that input position has changed

code: virtual void OnClickDrag ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DragPos )


description: Notify Target that click press ocurred

code: virtual void OnClickPress ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


description: Notify Target that click release occurred

code: virtual void OnClickRelease ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ReleasePos )


description: Notify Target that click-drag sequence has been explicitly terminated (eg by escape key)

code: virtual void OnTerminateDragSequence()


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


code: void OrientBones()


code: void ParentBones ( const [FName](API\Runtime\Core\UObject\FName) & InParentName )


description: Override this function to register the set of Actions this Tool supports, usingFInteractiveToolActionSet::RegisterAction. Note that for the actions to be triggered, you will also need to add corresponding registration per tool  see Engine\Plugins\Editor\ModelingToolsEditorMode\Source\ModelingToolsEditorMode\Public\ModelingToolsActions.h for examples

code: virtual void RegisterActions ( [FInteractiveToolActionSet](API\Runtime\InteractiveToolsFramework\FInteractiveToolActionSet) & ActionSet )


code: void RemoveBones()


code: void RenameBones()


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: void SetOperation ( const [EEditingOperation](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\EEditingOperation) InOperation, const bool bUpdateGizmo )


code: void SetTransforms ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBones, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms, const bool bWorld ) const


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


className: ToggleSelectionModifier

code: static constexpr int ToggleSelectionModifier = 2;


code: void UnParentBones()


code: void UpdateGizmo() const


className: USkeletonEditingTool

description: USkeletonEditingToolis a tool to edit a the ReferenceSkeleton of a SkeletalMesh (target) Changed are actually commit to the SkeletalMesh and it's mesh description on Accept.

ActiveChange

type: TUniquePtr<Ske...

EditorContext

type: TWeakObjectPtr<...

GizmoContext

description: Gizmo

GizmoWrapper

type: TObjectPtr<USk...

LeftClickBehavior

type: TObjectPtr<USi...

MirroringProperties

type: TObjectPtr<UMi...

Operation

type: EEditingOperati...

OrientingProperties

type: TObjectPtr<UOr...

PreviewMesh

type: TObjectPtr<UPr...


description: the shared transform for all the sub-objects

code: virtual FTransform GetTransform() const


code: void Initialize ( const FTransform & InTransform, const EToolContextCoordinateSystem & InTransformMode )


code: bool IsValid() const


description: Propagate a transform update to the sub-objects

code: virtual void UpdateObjects()


description: Recalculate main SharedTransform when object set changes

code: virtual void UpdateSharedTransform()


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if mesh sources can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: USkeletonTransformProxy

description: USkeletonTransformProxyis a derivation ofUTransformProxythat manages several bones and update their transform individually.

TransformMode

type: EToolContextCoo...


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: USkinWeightsBindingToolBuilder


className: USkinWeightsBindingToolProperties

bDebugDraw

type: bool

BindingType

type: ESkinWeightsBin...

description: Binding type to use

CurrentBone

type: FName

MaxInfluences

description: Maximum bones that will influence each vertex

Stiffness

type: float

description: Stiffness of binding. Lower values allow more distant bones to contribute more

VoxelResolution

description: The resolution of the voxel grid if doing geodesic voxel binding


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


code: void GenerateAsset ( const [FDynamicMeshOpResult](API\Plugins\ModelingComponents\FDynamicMeshOpResult) & Result )


code: virtual void HandleSkeletalMeshModified ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, const [ESkeletalMeshNotifyType](API\Developer\SkeletalMeshUtilitiesCommon\ESkeletalMeshNotifyType) InNotifyType )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


code: void Init ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & InSceneState )


description: IDynamicMeshOperatorFactory API.


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: void UpdateVisualization ( bool bInForce )


code: static FVector4f WeightToColor ( float Value )


code: USkinWeightsBindingTool()


code: virtual ~USkinWeightsBindingTool()


className: USkinWeightsBindingTool

Preview

type: TObjectPtr<UMe...

ReferenceSkeleton

type: FReferenceSkele...


code: virtual [UMeshSurfacePointTool](API\Runtime\InteractiveToolsFramework\BaseTools\UMeshSurfacePointTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Save/restore user specified settings for each tool mode


className: USkinWeightsPaintToolBuilder


className: USkinWeightsPaintToolProperties

description: No constructors are accessible with public or protected access.

BrushConfigAdd

type: FSkinWeightBrus...

BrushConfigs

type: TMap<EWeightEd...

BrushMode

type: EWeightEditOper...

description: Custom brush modes and falloff types

ColorMode

type: EWeightColorMod...

description: Weight color properties

ColorRamp

type: TArray<FLinear...

EditingMode

type: EWeightEditMode

description: Brush vs selection modes

MaxColor

type: FLinearColor

MirrorAxis

type: TEnumAsByte<EA...

description: Weight editing arguments

MirrorDirection

type: EMirrorDirectio...

WeightTool

description: Pointer back to paint tool


code: virtual void ApplyStamp ( const [FBrushStampData](API\Runtime\InteractiveToolsFramework\BaseTools\FBrushStampData) & Stamp )


description: Used to apply manual weight modifications (not from the brush)

code: void ApplyWeightEditsToMesh ( const [FText](API\Runtime\Core\Internationalization\FText) & TransactionLabel, const [SkinPaintTool::FMultiBoneWeightEdits](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\FMultiBoneWeightEdits) & WeightEdits )


code: void AverageWeights()


description: Weight editing transactions

code: void BeginChange()


description: Stamp

code: float CalculateBrushFalloff ( float Distance ) const


code: float CalculateBrushStrengthToUse ( [EWeightEditOperation](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\EWeightEditOperation) EditMode ) const


code: void CalculateVertexROI ( const [FBrushStampData](API\Runtime\InteractiveToolsFramework\BaseTools\FBrushStampData) & Stamp, [TArray](API\Runtime\Core\Containers\TArray)< [VertexIndex](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\VertexIndex) > & VertexIDs, [TArray](API\Runtime\Core\Containers\TArray)< float > & VertexFalloffs )


code: virtual bool CanAccept() const


description: Allow the Tool to do any custom screen space drawing

code: virtual void DrawHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Modify vertex weights according to the specified operation, generating bone weight edits to be stored in a transaction

code: void EditWeightOnVertices ( [EWeightEditOperation](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\EWeightEditOperation) EditOperation, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & VerticesToEdit, const [TArray](API\Runtime\Core\Containers\TArray)< float > & VertexFalloffs, const float UseStrength, [SkinPaintTool::FMultiBoneWeightEdits](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\FMultiBoneWeightEdits) & InOutWeightEdits )


code: void ExternalUpdateWeights ( const int32 BoneIndex, const [TMap](API\Runtime\Core\Containers\TMap)< int32, float > & IndexValues )


code: void FloodWeights ( const float Weight, const [EWeightEditOperation](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\EWeightEditOperation) FloodMode )


description: Determines the set of vertices to operate on, using selection as the priority

code: void GetVerticesToEdit ( [TArray](API\Runtime\Core\Containers\TArray)< [VertexIndex](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\VertexIndex) > & OutVertexIndices ) const


code: [BoneIndex](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\BoneIndex) GetBoneIndexFromName ( const [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: the current Focus Box

code: virtual FBox GetWorldSpaceFocusBox()


code: virtual void HandleSkeletalMeshModified ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, const [ESkeletalMeshNotifyType](API\Developer\SkeletalMeshUtilitiesCommon\ESkeletalMeshNotifyType) InNotifyType )


code: virtual bool HasAccept() const


code: virtual bool HasCancel() const


code: void Init ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & InSceneState )


description: true if the target MeshSource is hit by the Ray

code: virtual bool HitTest ( const FRay & Ray, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


description: Weight editing operations (selection based)

code: void MirrorWeights ( [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) Axis, [EMirrorDirection](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\EMirrorDirection) Direction )


code: void NormalizeWeights()


description: UMeshSurfacePointToolimplementation.

code: virtual void OnBeginDrag ( const FRay & Ray )


description: This function is called when the user releases the button driving a click-drag-release interaction

code: virtual void OnEndDrag ( const FRay & Ray )


code: void OnSelectionModified()


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: This function is called each frame that the user is in a click-drag-release interaction

code: virtual void OnUpdateDrag ( const FRay & Ray )


description: Subclasses can override these to customize behavior

code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


code: virtual void OnTick ( float DeltaTime )


description: Update active hover sequence with new input position

code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


code: void PruneWeights ( const float Threshold )


description: Same as EditWeightOfVertices() but specific to relaxation (topology aware operation)

code: void RelaxWeightOnVertices ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > VerticesToEdit, [TArray](API\Runtime\Core\Containers\TArray)< float > VertexFalloffs, const float UseStrength, [SkinPaintTool::FMultiBoneWeightEdits](API\Plugins\MeshModelingToolsEditorOnlyExp\SkeletalMesh\FMultiBoneWeightEdits) & InOutWeightEdits )


code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: UInteractiveTool.

code: virtual void Setup()


description: IInteractiveToolCameraFocusAPI.


description: Toggle brush / selection mode

code: void ToggleEditingMode()


description: Vertex colors updated when switching current bone or editing weights

code: void UpdateCurrentBoneVertexColors()


description: Which bone are we currently painting?

code: void UpdateCurrentBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName )


code: FVector4f WeightToColor ( float Value ) const


className: USkinWeightsPaintTool

description: An interactive tool for painting and editing skin weights.

ActiveChange

type: TUniquePtr<Ski...

EditedMesh

type: TUniquePtr<FMe...

description: The currently edited mesh description

EditorContext

type: TWeakObjectPtr<...

LastStamp

type: FBrushStampData

MirrorData

description: Cached mirror data

PendingCurrentBone

type: TOptional<FNam...

PolygonSelectionMechanic

type: TObjectPtr<UPo...

description: Polygon selection mechanic

SelectedBoneIndices

type: TArray<BoneInd...

SelectedBoneNames

type: TArray<FName>

SmoothWeightsDataSource

description: Smooth weights data source and operator.

StampLocalPos

type: FVector

TriangleOctreeFuture

type: TFuture< void >

TrianglesToReinsert

type: TArray< int32 >

VerticesOctree

description: Used to accelerate mesh queries

Weights

description: Storage of vertex weights per bone

WeightToolProperties

type: TObjectPtr<USk...

description: Tool properties


className: VertexIndex

code: typedef int32 VertexIndex


className: VertexWeights


code: void GizmoTransformChanged ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * Proxy, FTransform Transform )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: Allow the Tool to do any necessary processing on Tick


code: virtual void SetPivotRepositionMode ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PivotActor )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called


code: void UpdateGizmoFromProperties()


className: UAddPivotActorTool

description: Given selected actors, creates an empty actor as the parent of those actors, at a location specified using the gizmo. This is useful for creating a permanent alternate pivot to use in animation.

DragAlignmentMechanic

type: TObjectPtr<UDr...

ExistingPivotOriginalTransform

type: FTransform

GizmoPositionWatcher

type: TValueWatcher< ...

TransformGizmo

type: TObjectPtr<UCo...

TransformProperties

type: TObjectPtr<UPi...

TransformProxy

type: TObjectPtr<UTr...


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if mesh sources can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Gives the target requirements of the associated tool. Usually, it is the tool builder will use this function in CanBuildTool and BuildTool to find and create any necessary targets.

code: virtual const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & GetTargetRequirements() const


className: UAddPivotActorToolBuilder


code: void Initialize ( [UAttributeEditorTool](API\Plugins\MeshModelingToolsEditorOnlyExp\UAttributeEditorTool) * ParentToolIn )


code: void PostAction ( [EAttributeEditorToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EAttributeEditorToolActions) Action )


className: UAttributeEditorActionPropertySet


className: UAttributeEditorAttribProperties

EdgeAttributes

type: TArray<FString...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=CopyAttribute, Meta=(DisplayPriority=1)) void CopyFromTo()


description: Reset Lightmap UV channels to Source Channel UV0 and Destination as UVMax+1

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=LightmapUVs, Meta=(DisplayPriority=3)) void Reset()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=LightmapUVs, Meta=(DisplayPriority=2)) void Disable()


className: UAttributeEditorCopyAttributeActions


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=LightmapUVs, Meta=(DisplayPriority=1)) void Enable()


className: UAttributeEditorLightmapUVActions

bGenerateLightmapUVs

type: bool

description: Whether or not Lightmap UVs are enabled in the Static Mesh Build Settings.

DestinationUVIndex

description: Lightmap UVs are stored in this UV Channel. Use the Static Mesh Editor to change this value.

SourceUVIndex

description: Source UV channel used to compute Lightmap UVs. Use the Static Mesh Editor to change this value.


description: Remove the selected Attribute Name from the mesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=ModifyAttribute, Meta=(DisplayPriority=1)) void DeleteSelected()


className: UAttributeEditorModifyAttributeActions

Attribute

type: FString


description: Add a new PolyGroup layer with the given Name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=NewAttribute, Meta=(DisplayPriority=3, DisplayName="Add PolyGroup Layer")) void AddPolyGroupLayer()


description: PostAction(EAttributeEditorToolActions::AddAttribute); Add a new Per-Vertex Weight Map layer with the given Name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=NewAttribute, Meta=(DisplayPriority=2)) void AddWeightMapLayer()


className: UAttributeEditorNewAttributeActions

DataType

type: EAttributeEdito...


description: Clear Tangents from the mesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Normals, Meta=(DisplayPriority=2)) void DiscardTangents()


description: Remove any hard edges / split normals, setting all normals to a single averaged vertex normal

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Normals, Meta=(DisplayPriority=1)) void ResetHardNormals()


className: UAttributeEditorNormalsActions


code: void AddNewAttribute()


code: void AddNewAttribute ( [EAttributeEditorElementType](API\Plugins\MeshModelingToolsEditorOnlyExp\EAttributeEditorElementType) ElemType, [EAttributeEditorAttribType](API\Plugins\MeshModelingToolsEditorOnlyExp\EAttributeEditorAttribType) AttribType, [FName](API\Runtime\Core\UObject\FName) AttributeName )


code: void AddNewWeightMap()


code: void AddNewGroupsLayer()


code: void AddUVSet()


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


code: void ClearAttribute()


code: void ClearNormals()


code: void ClearUVs()


code: void DiscardTangents()


code: void DeleteAttribute()


code: void DeleteSelectedUVSet()


code: void DuplicateSelectedUVSet()


code: void EmitAttributesChange()


code: void InitializeAttributeLists()


code: virtual bool HasCancel() const


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


code: virtual void OnTick ( float DeltaTime )


code: virtual void RequestAction ( [EAttributeEditorToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EAttributeEditorToolActions) ActionType )


code: void ResetLightmapUVsChannels()


code: void SetLightmapUVsEnabled ( bool bEnabled )


code: virtual void Setup()


code: void UpdateAutoGeneratedLightmapUVChannel ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * TargetComponent, int32 NewMaxUVChannels )


code: UAttributeEditorTool()


className: UAttributeEditorTool

description: Mesh Attribute Editor Tool

AttributeProps

type: TObjectPtr<UAt...


code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UAttributeEditorToolBuilder


description: Clear the selected UV layers, setting all UV values to (0,0)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=UVs, Meta=(DisplayPriority=2)) void AddNew()


description: Clear all UV layers, setting all UV values to (0,0)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=UVs, Meta=(DisplayPriority=1)) void ClearAll()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=UVs, Meta=(DisplayPriority=3)) void DeleteSelected()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=UVs, Meta=(DisplayPriority=4)) void DuplicateSelected()


className: UAttributeEditorUVActions


bPreviewAsMaterial

description: If true preview results by connecting them to corresponding material inputs If false connect the selected preview output as the Base Color input and use empty maps for other material inputs

Brightness

type: float

description: Adjust the brightness of the Base Color material input; does not affect results stored in textures

EmissiveScale

description: Adjust the brightness of the Emissive Color material input; does not affect results stored in textures

SSBrightness

description: Adjust the brightness of the Subsurface Color material input; does not affect results stored in textures


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() int32 GetTargetUVLayerIndex() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetTargetUVLayerNamesFunc() const


className: UBakeRenderCaptureInputToolProperties

TargetStaticMesh

type: TObjectPtr<USt...

description: Target mesh to sample to

TargetUVLayer

description: UV channel to use for the target mesh


code: bool IsEmpty() const


description: Return the texture corresponding to the given CaptureType

code: const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) > & operator[] ( [UE::Geometry::ERenderCaptureType](API\Plugins\ModelingComponents\Scene\UE__Geometry__ERenderCaptureType) CaptureType ) const


className: UBakeRenderCaptureResults

description: Tool Result

BaseColorMap

type: TObjectPtr<UTe...

DeviceDepthMap

description: Device depth is currently unused

NormalMap

description: World space normal map

PackedMRSMap

description: Packed Metallic/Roughness/Specular Map


code: virtual bool CanAccept() const


description: Create texture and material assets from our result map of Texture2D

code: void CreateAssets ( [UWorld](API\Runtime\Engine\Engine\UWorld) * SourceWorld, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset )


className: FMeshSettings

code: struct FMeshSettings


className: FBakeAnalytics

description: Analytics

code: struct FBakeAnalytics

MeshSettings

type: FMeshSettings

TotalBakeDuration

type: double


code: void GatherAnalytics ( [FBakeAnalytics::FMeshSettings](API\Plugins\MeshModelingToolsEditorOnlyExp\UBakeRenderCaptureTool\FBakeAnalytics\FMeshSettings) & Data )


code: void GatherAnalytics ( const [UE::Geometry::FMeshMapBaker](API\Plugins\DynamicMesh\Sampling\FMeshMapBaker) & Result )


code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


code: void InitializePreviewMaterials()


code: void InvalidateCompute()


code: void InvalidateResults ( [UE::Geometry::FRenderCaptureTypeFlags](API\Plugins\ModelingComponents\Scene\FRenderCaptureTypeFlags) ToInvalidate )


code: void OnMapsUpdated ( const [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Geometry::FMeshMapBaker](API\Plugins\DynamicMesh\Sampling\FMeshMapBaker) > & NewResult )


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


code: void RecordAnalytics() const


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: void UpdateResult()


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: void UpdateVisualization()


description:
Compute validity of the Target Mesh tangents. Only checks validity once and then caches the result for successive calls.
true if the TargetMesh tangents are valid

code: bool ValidTargetMeshTangents()


code: UBakeRenderCaptureTool()


className: UBakeRenderCaptureTool

description: Tool

Actors

type: TArray<TObject...

BakeAnalytics

type: FBakeAnalytics

Compute

type: TUniquePtr<TGe...

description: The baking background compute operation.

ComputedSamplesPerPixel

type: EBakeTextureSam...

ComputedTextureSize

type: EBakeTextureRes...

ComputedValidDepthThreshold

description: These are used to determine if we need to re-bake results.

EmptyNormalMap

description: Empty maps are shown when nothing is computed.

ErrorPreviewMaterial

type: TObjectPtr<UMa...

InputMeshSettings

type: TObjectPtr<UBa...

OpState

type: EBakeOpState

PreviewMesh

type: TObjectPtr<UPr...

RenderCaptureProperties

type: TObjectPtr<URe...

ResultSettings

description: The computed textures are displayed in the details panel and used in the preview material, they are written out to assest on shutdown.

SceneCapture

description: Note: We need to compute this on the game thread because the implementation has checks for this.

TargetMeshUVCharts

type: TSharedPtr<TAr...

TargetUVLayerToError

type: TMap< int,FTex...


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if mesh sources can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Gives the target requirements of the associated tool. Usually, it is the tool builder will use this function in CanBuildTool and BuildTool to find and create any necessary targets.

code: virtual const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & GetTargetRequirements() const


className: UBakeRenderCaptureToolBuilder

description: Tool Builder


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetMapPreviewNamesFunc()


className: UBakeRenderCaptureToolProperties

MapPreview

type: FString

description: The map type to preview

MapPreviewNamesList

type: TArray<FString...

SamplesPerPixel

description: Number of samples per pixel

TextureSize

description: Size of generated textures

ValidSampleDepthThreshold

type: float

description: This threshold is used to detect occlusion artefacts (e.g., silhouettes/blotches in the base color) so that texels exhibiting them can be cleaned up i.e., rejected and filled in using the values of nearby valid texels instead.


description: Notes:


code: void ApplyAction ( [EBspConversionToolAction](API\Plugins\MeshModelingToolsEditorOnlyExp\EBspConversionToolAction) ActionType )


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


description: BrushesToConvert must be initialized.

code: bool CombineThenConvert ( [FText](API\Runtime\Core\Internationalization\FText) * ErrorMessage )


description:
Updates the targets that the conversion functions operate on (BrushesToConvert, BrushForPivot), based on level composition, current selection, and settings. Also checks if this is a change from the previous value of BrushesToConvert.
true if BrushesToConvert changed.


description:
Performs conversion of BrushesToConvert and stores the result in the preview mesh.
true if successful.

code: bool ComputeAndUpdatePreviewMesh ( [FText](API\Runtime\Core\Internationalization\FText) * ErrorMessage )


description:
The more complicated conversion path, where we convert brushes individually and use static mesh boolean operations to combine them. Boolean operations fail when geometry is non-manifold, which happens in the case of stair brushes, mainly, due to them not being properly closed. The preview gets cleared in the case of an error.
false if BrushesToConvert is empty or a conversion gives invalid geometry, true otherwise.

code: bool ConvertThenCombine ( [FText](API\Runtime\Core\Internationalization\FText) * ErrorMessage )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: Determines whether the passed in pointer is a valid convertible brush. Safe to call with nullptr. Considers Settings->bIncludeVolumes.

code: bool IsValidConversionTarget ( const [ABrush](API\Runtime\Engine\Engine\ABrush) * Brush ) const


description: Actor movements include any transform changes, and change both the preview and the cached brushes. It shouldn't affect BrushesToConvert or bCanAccept.

code: void OnEditorActorMoved ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Changes to the actor list may change the order of brush composition, or add or remove implicitly included subtractive brushes. Should not affect cached brushes.

code: void OnEditorLevelActorListChanged()


description: This is the primary event we'll be responding to. It affects whether we can accept or not, and the preview, if it is being shown. Does not affect cached brushes.

code: void OnEditorSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSelection )


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Override this function to register the set of Actions this Tool supports, usingFInteractiveToolActionSet::RegisterAction. Note that for the actions to be triggered, you will also need to add corresponding registration per tool  see Engine\Plugins\Editor\ModelingToolsEditorMode\Source\ModelingToolsEditorMode\Public\ModelingToolsActions.h for examples

code: virtual void RegisterActions ( [FInteractiveToolActionSet](API\Runtime\InteractiveToolsFramework\FInteractiveToolActionSet) & ActionSet )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


code: virtual void RequestAction ( [EBspConversionToolAction](API\Plugins\MeshModelingToolsEditorOnlyExp\EBspConversionToolAction) ActionType )


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: virtual void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: UBspConversionTool()


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


description: Deselect any currently selected brushes that are not valid targets given current settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=SelectionOperations, Meta=(DisplayName="Deselect Non-Valid", DisplayPriority=3)) void DeselectNonValid()


className: UBspConversionTool

description: Known limitations:

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBspConversionTool : public [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool)

bCanAccept

type: bool

BrushesToConvert

type: TArray<ABrush...

BrushForPivot

type: ABrush*

CachedBrushes

type: TMap<ABrush&#...

PendingAction

type: EBspConversionT...

Settings

type: TObjectPtr<UBs...

TargetWorld

type: UWorld*


description: Deselect any currently selected volume brushes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=SelectionOperations, Meta=(DisplayName="Deselect Volumes", DisplayPriority=2)) void DeselectVolumes()


code: void Initialize ( [UBspConversionTool](API\Plugins\MeshModelingToolsEditorOnlyExp\UBspConversionTool) * ParentToolIn )


code: void PostAction ( [EBspConversionToolAction](API\Plugins\MeshModelingToolsEditorOnlyExp\EBspConversionToolAction) Action )


description: Select all brushes that satisfy the current settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=SelectionOperations, Meta=(DisplayName="Select All Valid Brushes", DisplayPriority=1)) void SelectAllValidBrushes()


description:
Create a new instance of this builder's Tool
a new instance of the Tool, or nullptr on error/failure

code: virtual [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * BuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UBspConversionToolBuilder

description: Builder forUBspConversionTool.


code: AddSplinePoint()


code: virtual CanAccept() const


description: IClickDragBehaviorTarget.

code: virtual CanBeginClickDragSequence()


description: These pass the working spline to the overloads below.

code: virtual Apply&40;&41;


className: UBspConversionToolActionPropertySet

ParentTool

type: TWeakObjectPtr<...


description: Reverts change to the object

code: virtual Revert&40;&41;


className: UBspConversionToolProperties

bCacheBrushes

description: Caches individual brush conversions in "convert then combine" mode during a single invocation of the tool.

bExplicitSubtractiveBrushSelection

description: Whether subtractive brushes have to be explicitly selected to be part of the conversion.

bIncludeVolumes

description: Whether to consider BSP volumes to be valid conversion targets.

bRemoveConvertedSubtractiveBrushes

description: Whether subtractive brushes used in a conversion should be removed.

bRemoveConvertedVolumes

description: Whether to remove any selected BSP volumes after using them to create a static mesh.

bShowPreview

description: Determines whether a dynamic preview is shown.

ConversionMode

type: EBspConversionM...


className: FSplineChange

description: Helper class for making undo/redo transactions, to avoid friending all the variations.


code: virtual GetTargetWorld()


code: GenerateAsset()


code: GetUpVectorToUse()


code: virtual HasAccept() const


code: virtual HasCancel() const


description: IClickBehaviorTarget.

code: virtual IsHitByClick()


description: Notify Target that input position has changed

code: virtual OnClickDrag()


description: Notify Target that click ocurred

code: virtual OnClicked()


description: Notify Target that click press ocurred

code: virtual OnClickPress()


description: Notify Target that click release occurred

code: virtual OnClickRelease()


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual OnPropertyModified()


description: Notify Target that click-drag sequence has been explicitly terminated (eg by escape key)

code: virtual OnTerminateDragSequence()


description: Allow the Tool to do any necessary processing on Tick

code: virtual OnTick()


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual Render()


code: virtual SetSelectedActor()


description: UInteractiveTool.

code: virtual Setup()


code: virtual SetWorld()


description: Called by ToolManager to shut down the Tool

code: virtual Shutdown()


code: TransitionOutputMode()


className: UDrawSplineTool


description: Create a new instance of this builder's Tool

code: virtual BuildTool() const


description: Tool builder:

code: virtual CanBuildTool() const


className: UDrawSplineToolBuilder


className: UDrawSplineToolProperties


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=MaterialEdits, Meta=(DisplayName="Assign Active Material", DisplayPriority=1)) void AssignActiveMaterial()


code: void PostMaterialAction ( [EEditMeshMaterialsToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EEditMeshMaterialsToolActions) Action )


className: UEditMeshMaterialsEditActions


code: virtual void AddSubclassPropertySets()


code: void ApplyMaterialAction ( [EEditMeshMaterialsToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EEditMeshMaterialsToolActions) ActionType )


code: virtual void ApplyShutdownAction ( EToolShutdownType ShutdownType )


description: Virtual boolCanAccept() constoverride { return Super::CanAccept() && bHaveModifiedMesh; }

code: virtual bool CanAccept() const


code: bool operator&33;&61; &40; const FMaterialSetKey & Key2 &41; const


code: void ExternalUpdateMaterialSet ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & NewMaterialSet )


className: FMaterialSetKey

code: struct FMaterialSetKey

Values

type: TArray< void &#...


code: void OnMaterialSetChanged()


code: virtual void OnTick ( float DeltaTime )


description: Override this function to register the set of Actions this Tool supports, usingFInteractiveToolActionSet::RegisterAction. Note that for the actions to be triggered, you will also need to add corresponding registration per tool  see Engine\Plugins\Editor\ModelingToolsEditorMode\Source\ModelingToolsEditorMode\Public\ModelingToolsActions.h for examples

code: virtual void RegisterActions ( [FInteractiveToolActionSet](API\Runtime\InteractiveToolsFramework\FInteractiveToolActionSet) & ActionSet )


description: UInteractiveTool.

code: virtual void Setup()


code: void RequestMaterialAction ( [EEditMeshMaterialsToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EEditMeshMaterialsToolActions) ActionType )


className: UEditMeshMaterialsTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEditMeshMaterialsTool : public [UMeshSelectionTool](API\Plugins\MeshModelingToolsExp\UMeshSelectionTool)

CurrentMaterials

type: TArray<UMateri...

InitialMaterialKey

type: FMaterialSetKey

MaterialProps

type: TObjectPtr<UEd...

PendingSubAction

type: EEditMeshMateri...


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a single mesh source can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMeshSurfacePointTool](API\Runtime\InteractiveToolsFramework\BaseTools\UMeshSurfacePointTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UEditMeshMaterialsToolBuilder


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetMaterialNamesFunc()


code: int32 GetSelectedMaterialIndex() const


code: void UpdateFromMaterialsList()


className: UEditMeshMaterialsToolProperties

ActiveMaterial

type: FString

Materials

type: TArray<TObject...


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.


description: Allow the Tool to do any custom screen space drawing

code: virtual void DrawHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: bool operator&61;&61; &40; const FSelectedInstance & Other &41; const


className: FSelectedInstance

code: struct FSelectedInstance

Component

type: UInstancedStati...


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


code: virtual void InternalNotifySceneModified ( const [TArray](API\Runtime\Core\Containers\TArray)< [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * > & ComponentList, bool bAddToScene )


description:
Test if target is hit by a click
hit information at this point

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: virtual void NotifySceneModified()


code: virtual void OnClearSelection()


code: virtual void OnDeleteSelection()


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: virtual void OnDuplicateSelection()


code: void OnMarqueeRectangleFinished ( const [FCameraRectangle](API\Plugins\ModelingComponents\Mechanics\FCameraRectangle) & Rectangle, bool bCancelled )


code: void OnSelectionUpdated()


code: virtual void OnReplaceSelection()


code: virtual void OnTick ( float DeltaTime )


code: void OnTransformCompleted()


code: void RebuildMeshScene()


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


code: virtual void RegisterActions ( [FInteractiveToolActionSet](API\Runtime\InteractiveToolsFramework\FInteractiveToolActionSet) & ActionSet )


code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: virtual void RequestAction ( [EISMEditorToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EISMEditorToolActions) ActionType )


code: void ResetActiveGizmos()


code: void SetActiveGizmos_PerObject()


code: void SetActiveGizmos_Single ( bool bLocalRotations )


code: virtual void SetTargets ( [TArray](API\Runtime\Core\Containers\TArray)< [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * > Components )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: void UpdatePreviewGeometry()


code: virtual void Shutdown ( EToolShutdownType ShutdownType )


code: void UpdateSelectionFromUndoRedo ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSelectedInstance](API\Plugins\MeshModelingToolsEditorOnlyExp\UISMEditorTool\FSelectedInstance) > & NewSelection )


code: void UpdateSelectionInternal ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSelectedInstance](API\Plugins\MeshModelingToolsEditorOnlyExp\UISMEditorTool\FSelectedInstance) > & NewSelection, bool bEmitChange )


code: void UpdateSetPivotModes ( bool bEnableSetPivot )


code: void UpdateTransformMode ( [EISMEditorTransformMode](API\Plugins\MeshModelingToolsEditorOnlyExp\EISMEditorTransformMode) NewMode )


className: UISMEditorTool

ActiveGizmos

type: TArray<FISMEdi...

bCtrlModifier

type: bool

ClickOrDragBehavior

type: TObjectPtr<USi...

description: Marquee Support

CurrentSelection

type: TArray<FSelect...

CurTransformMode

type: EISMEditorTrans...

PendingAction

type: EISMEditorToolA...

PreviewGeometry

type: TObjectPtr<UPr...

RectangleMarqueeMechanic

type: TObjectPtr<URe...

ReplaceAction

type: TObjectPtr<UIS...


description: Clear the active instance selection

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=SelectionEdits, Meta=(DisplayPriority=0)) void ClearSelection()


description: Delete the selected instances

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=SelectionEdits, Meta=(DisplayPriority=1)) void Delete()


description: Duplicate the selected instances

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=SelectionEdits, Meta=(DisplayPriority=2)) void Duplicate()


className: UISMEditorToolActionPropertySet


code: void Initialize ( [UISMEditorTool](API\Plugins\MeshModelingToolsEditorOnlyExp\UISMEditorTool) * ParentToolIn )


code: void PostAction ( [EISMEditorToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EISMEditorToolActions) Action )


className: UISMEditorToolActionPropertySetBase

ParentTool

type: TWeakObjectPtr<...


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description:
Create a new instance of this builder's Tool
a new instance of the Tool, or nullptr on error/failure

code: virtual [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * BuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UISMEditorToolBuilder


description: Clear the active instance selection

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Replace, Meta=(DisplayPriority=0)) void Replace()


className: UISMEditorToolProperties

description: Standard properties of the Transform Meshes operation

bHideWhenDragging

description: Hide the Selectable and Selected highlights when dragging with the Gizmos

bSetPivotMode

description: When true, the Gizmo can be moved independently without affecting objects.

bShowSelectable

description: Show a highlight around all selectable instances

bShowSelected

description: Show a highlight around the selected instances

SelectedInstances

type: TArray<FString...

description: List of selected Component/Instance values

TransformMode

description: Transformation Mode controls the overall behavior of the Gizmos in the Tool


className: UISMEditorToolReplacePropertySet

ReplaceWith

type: TObjectPtr<USt...


description: Sets up the default preview and converted inputs for voxel tools; Typically do not need to overload

code: virtual void ConvertInputsAndSetPreviewMaterials ( bool bSetPreviewMesh )


description: Return the name of the action to be used in the Undo stack

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetActionName() const


description: Return the name to be used for generated assets. Note: Asset name will be prefixed by source actor name if only actor was selected.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetCreatedAssetName() const


description: IDynamicMeshOperatorFactory API.


description: Saves VoxProperties; typically need to overload and call "Super::SaveProperties();"

code: virtual void SaveProperties()


description: Sets up VoxProperties; typically need to overload and call "Super::SetupProperties();"

code: virtual void SetupProperties()


code: UMergeMeshesTool()


className: UMergeMeshesTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMergeMeshesTool : public [UBaseVoxelTool](API\Plugins\ModelingComponents\BaseTools\UBaseVoxelTool)

MergeProps

type: TObjectPtr<UMe...


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


code: virtual int32 MinComponentsSupported() const


className: UMergeMeshesToolBuilder


className: UMergeMeshesToolProperties

description: Standard properties of the Merge Meshes operation

bAutoSimplify

description: Automatically simplify the result of voxel-based merge.

MeshAdaptivity

type: float

description: Remeshing adaptivity, prior to optional simplification

OffsetDistance

description: Offset when remeshing, note large offsets with high voxels counts will be slow.

VoxelCount

description: The size of the geometry bounding box major axis measured in voxels.


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


code: void ComputeMikkTDeviations ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > * DegenerateTris )


code: [TSet](API\Runtime\Core\Containers\TSet)< int32 > ComputeDegenerateTris() const


className: FMikktDeviation

code: struct FMikktDeviation


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: IGenericDataOperatorFactory API.


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


code: void OnTangentsUpdated ( const [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Geometry::FMeshTangentsd](API\Runtime\GeometryCore\DynamicMesh\FMeshTangentsd) > & NewResult )


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: void UpdateVisualization ( bool bThicknessChanged, bool bLengthChanged )


code: UMeshTangentsTool()


className: UMeshTangentsTool

description: Simple Mesh Simplifying Tool

Compute

type: TUniquePtr<TGe...

DefaultMaterial

type: TObjectPtr<UMa...

Deviations

type: TArray<FMikktD...

InputMeshDescription

type: TSharedPtr<FMe...


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a single mesh source can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


code: virtual [USingleSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\USingleSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Gives the target requirements of the associated tool. Usually, it is the tool builder will use this function in CanBuildTool and BuildTool to find and create any necessary targets.

code: virtual const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & GetTargetRequirements() const


className: UMeshTangentsToolProperties

bShowDegenerates

type: bool

description: Display tangents and/or normals for degenerate triangles

bShowNormals

description: Display the mesh normals

bShowTangents

description: Display the mesh tangents

CalculationMethod

type: EMeshTangentsTy...

description: Method used for calculating the tangents

EditCondition

description: Display difference between FastMikkTSpace tangents and MikkTSpace tangents.

LineLength

description: Length of lines used for displaying tangents and/or normals

LineThickness

description: Thickness of lines used for displaying tangents and/or normals


className: UMeshTangentsToolBuilder


code: void UpdateLineSet ( [FDynamicMeshFaceArray](API\Plugins\MeshModelingToolsEditorOnlyExp\FDynamicMeshFaceArray) & Faces )


code: UMeshToVolumeTool()


className: UMeshToVolumeTool

description: Note: If ConversionUtils/DynamicMeshToVolume is rewritten to be safe for runtime, this tool can be moved out of the editor-only section and put with VolumeToMeshTool.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMeshToVolumeTool : public [USingleSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\USingleSelectionMeshEditingTool), public [UE::Geometry::IGenericDataOperatorFactory< FDynamicMeshFaceArray >](API\Plugins\ModelingOperators\IGenericDataOperatorFactory)

HandleSourcesProperties

type: TObjectPtr<UOn...

VolumeEdgesSet

type: TObjectPtr<ULi...


className: UMeshToVolumeToolProperties

bAutoSimplify

description: Determines whether mesh gets auto simplified when its triangle count is too high.

bPreserveGroupBoundaries

description: When true, adjacent coplanar groups will not be merged together into single faces.

ConversionMode

type: EMeshToVolumeMo...

description: Method for converting the input mesh to a set of Planar Polygonal Faces in the output Volume.

NewVolumeType

type: TSubclassOf< cl...

description: Type of new Volume to create on Accept

SimplifyMaxTriangles

description: Target triangle count for auto simplification when Auto Simplify is true.

TargetVolume

type: TLazyObjectPtr<...

description: If set, the target Volume will be updated, rather than creating a new Volume.


className: UMeshToVolumeToolBuilder


className: UPivotActorTransformProperties

Position

type: FVector

Rotation

type: FQuat


code: void BeginDrawPolygon()


description: IHoverBehaviorTargetAPI.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) BeginHoverSequenceHitTest ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


code: void CompleteDrawPolygon()


code: void GenerateAsset ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshOpResult](API\Plugins\ModelingComponents\FDynamicMeshOpResult) > & Results )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: Support for hover and click, for drawing polygon. This should be in theUCollectSurfacePathMechanic, but we don't support dynamically changing input behavior set yet

code: virtual bool HitTest ( const FRay & Ray, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


description: IClickBehaviorTargetAPI.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: IDynamicMeshOperatorFactory API.


description: Initialize hover sequence at given position

code: virtual void OnBeginHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Terminate active hover sequence

code: virtual void OnEndHover()


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: Update active hover sequence with new input position

code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: virtual void RequestAction ( [EPolygonOnMeshToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EPolygonOnMeshToolActions) ActionType )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: void SetupPreview()


code: virtual void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: void UpdateDrawPlane()


code: void UpdateVisualization()


code: void UpdatePolygonType()


code: UPolygonOnMeshTool()


className: UPolygonOnMeshTool

description: Simple Mesh Plane Cutting Tool

ActionProperties

type: TObjectPtr<UPo...

CameraState

type: FViewCameraStat...

DrawPolygonMechanic

type: TObjectPtr<UCo...

EdgesOnFailure

type: TArray< int >

PendingAction

type: EPolygonOnMeshT...

TargetWorld

type: UWorld*


description: Extrude the current set of selected faces. Click in viewport to confirm extrude height.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Actions, Meta=(DisplayName="Draw Polygon", DisplayPriority=1)) void DrawPolygon()


code: void Initialize ( [UPolygonOnMeshTool](API\Plugins\MeshModelingToolsEditorOnlyExp\UPolygonOnMeshTool) * ParentToolIn )


code: void PostAction ( [EPolygonOnMeshToolActions](API\Plugins\MeshModelingToolsEditorOnlyExp\EPolygonOnMeshToolActions) Action )


className: UPolygonOnMeshToolActionPropertySet

ParentTool

type: TWeakObjectPtr<...


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [USingleSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\USingleSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UPolygonOnMeshToolBuilder


className: UPolygonOnMeshToolProperties

description: Standard properties of the polygon-on-mesh operations

bCanAcceptFailedResult

description: Whether the tool will allow accepting a result if the operation fails, for instance due to inability to insert the polygon when not cutting with boolean, or due to unrepaired cracks in the result.

bCutWithBoolean

description: Use a volumetric boolean rather than curve projection; cuts through all layers and across edges

bShowIntermediateResultOnFailure

description: If an operation fails and we do not allow accepting the result, whether to show the intermediate failed result, or to show the original mesh.

bTryToFixHoles

description: Automatically attempt to fill any open boundaries left by CSG (e.g. due to numerical errors)

CornerRatio

type: float

description: Corner Ratio of RoundRect Polygon

Height

description: Height of Polygon

Operation

type: EEmbeddedPolygo...

description: What operation to apply using the Polygon

PolygonScale

type: *float

description: TODO: re-add if/when extrude is added as a supported operation ** Amount to extrude, if extrude is enabled Scale of polygon to embed

Shape

type: EPolygonType

description: Polygon Shape to use in this Operation

Subdivisions

description: Number of sides in Circle or RoundRect Corner

Width

description: Width of Polygon


code: bool operator== ( const [URenderCaptureProperties](API\Plugins\MeshModelingToolsEditorOnlyExp\URenderCaptureProperties) & Other ) const


code: bool operator!= ( const [URenderCaptureProperties](API\Plugins\MeshModelingToolsEditorOnlyExp\URenderCaptureProperties) & Other ) const


className: URenderCaptureProperties

description: Tool Properties

bAntiAliasing

type: bool

description: Whether to use anti-aliasing in the render captures, this may introduce artefacts if pixels at different scene depths get blended.

bBaseColorMap

description: Whether to generate a texture for the Base Color property.

bDeviceDepthMap

description: Whether to generate a texture for the DeviceDepth.

bEmissiveMap

description: Whether to generate a texture for the Emissive property.

bMetallicMap

description: Whether to generate a texture for the Metallic property.

bNormalMap

description: Whether to generate a texture for the World Normal property.

bOpacityMap

description: Whether to generate a texture for the Opacity property.

bPackedMRSMap

description: Whether to generate a packed texture with Metallic, Roughness and Specular properties.

bRoughnessMap

description: Whether to generate a texture for the Roughness property.

bSpecularMap

description: Whether to generate a texture for the Specular property.

bSubsurfaceColorMap

description: Whether to generate a texture for the SubsurfaceColor property.

CaptureFieldOfView

description: These are hidden in the UI right now, we might want to expose them if they turn out to be useful for very large or very small objects (not tested yet) TODO Figure out if we want to expose these options

Resolution

type: EBakeTextureRes...


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


code: virtual void EmitResult()


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: UMeshSurfacePointToolAPI.

code: virtual void OnBeginDrag ( const FRay & Ray )


description: This function is called when the user releases the button driving a click-drag-release interaction

code: virtual void OnEndDrag ( const FRay & Ray )


description: This function is called each frame that the user is in a click-drag-release interaction

code: virtual void OnUpdateDrag ( const FRay & Ray )


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: UInteractiveTool.

code: virtual void Setup()


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


code: virtual void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: void SplatShape ( const [UE::Geometry::FFrame3d](API\Runtime\GeometryCore\FFrame3d_1) & LocalFrame, double Scale, [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * TargetMesh )


code: void UpdateShapeMesh()


code: UShapeSprayTool()


className: UShapeSprayToolBuilder

description: UMeshSurfacePointMeshEditingToolBuilderoverride forUShapeSprayTool


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMeshSurfacePointTool](API\Runtime\InteractiveToolsFramework\BaseTools\UMeshSurfacePointTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UShapeSprayTool

description: UShapeSprayToolis a brush-based tool that generates random points on the target surface within the brush radius, and then creates small meshes at those points. The accumulated meshes are appended and can be emitted as a new StaticMeshComponent on Accept.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UShapeSprayTool : public [UDynamicMeshBrushTool](API\Plugins\MeshModelingToolsExp\UDynamicMeshBrushTool)

AccumMeshComponent

type: TObjectPtr<UDy...

description: Small meshes are accumulated here

Random

type: FRandomStream

Settings

type: TObjectPtr<USh...


code: UShapeSprayToolProperties()


className: UShapeSprayToolProperties

description: SettingsUObjectforUShapeSprayTool.

Color

type: FLinearColor

Material

type: TObjectPtr<UMa...

NumSplats

type: int


code: virtual bool CanAccept() const


description: IDynamicMeshOperatorFactory API.


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called


className: USimplifyMeshTool

description: Simple Mesh Simplifying Tool


code: virtual [USingleSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\USingleSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: USimplifyMeshToolBuilder


code: virtual bool IsPreventNormalFlipsEnabled() const


code: virtual bool IsPreventTinyTrianglesEnabled() const


code: USimplifyMeshToolProperties()


className: USimplifyMeshToolProperties

description: Standard properties of the Simplify operation

bDiscardAttributes

description: Discard UVs and existing normals, allowing the simplifier to ignore any UV and normal seams.

bGeometricConstraint

description: If true, then simplification will consider geometric deviation with the input mesh

bReproject

description: Enable projection back to input mesh

bShowGroupColors

description: Display colors corresponding to the mesh's polygon groups

EditCondition

description: Target percentage of original triangle count

MinimalAngleThreshold

description: Angle threshold in degrees used for testing if two triangles should be considered coplanar, or two lines collinear

PolyEdgeAngleTolerance

description: Threshold angle change (in degrees) along a polygroup edge, above which a vertex must be added

SimplifierType

type: ESimplifyType

description: Simplification Scheme

TargetMode

type: ESimplifyTarget...

description: Simplification Target Type


code: void CapSubdivisionLevel ( [ESubdivisionScheme](API\Plugins\ModelingComponentsEditorOnly\Operations\ESubdivisionScheme) Scheme, int DesiredLevel )


description: Determine if the mesh group topology can be used for Catmull-Clark or Bilinear subdivision. If not, we can only Loop subdivision on the original triangle mesh.

code: bool CheckGroupTopology ( [FText](API\Runtime\Core\Internationalization\FText) & Message )


code: void CreateOrUpdatePreviewGeometry()


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


className: USubdividePolyTool

description: Tool actual

CappedSubdivisionMessage

type: FText

ExtraCornerDotProductThreshold

type: double

OriginalMesh

description: Input mesh.

PreviewGeometry

type: TObjectPtr<UPr...

Properties

type: TObjectPtr<USu...


code: void UpdateDisplayedMessage()


className: USubdividePolyToolBuilder

description: Tool builder


className: USubdividePolyToolProperties

description: Properties

bAddExtraCorners

description: When using the group topology for subdivision, whether to add extra corners at sharp group edge bends on mesh boundaries.

bNewPolyGroups

description: Assign a new PolyGroup ID to each newly created face

BoundaryScheme

type: ESubdivisionBou...

description: How to treat mesh boundaries.

bOverriddenSubdivisionScheme

description: Shows whether the current subdivision scheme is overridden to be "Loop" because the group topology is unsuitable.

bRenderCage

description: Display the mesh corresponding to Subdivision Level 0

bRenderGroups

description: Display each PolyGroup with an auto-generated color

ExtraCornerAngleThresholdDegrees

description: How acute an angle between two edges needs to be to add an extra corner there when Add Extra Corners is true.

NormalComputationMethod

type: ESubdivisionOut...

SubdivisionLevel

description: Number of iterations/levels of subdivision to perform

SubdivisionScheme

type: ESubdivisionSch...


description: Sets up the default preview and converted inputs for voxel tools; Typically do not need to overload

code: virtual void ConvertInputsAndSetPreviewMaterials ( bool bSetPreviewMesh )


description: Return the name of the action to be used in the Undo stack

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetActionName() const


description: Return the name to be used for generated assets. Note: Asset name will be prefixed by source actor name if only actor was selected.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetCreatedAssetName() const


description: Saves VoxProperties; typically need to overload and call "Super::SaveProperties();"

code: virtual void SaveProperties()


description: IDynamicMeshOperatorFactory API.


className: UVoxelCSGMeshesTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVoxelCSGMeshesTool : public [UBaseVoxelTool](API\Plugins\ModelingComponents\BaseTools\UBaseVoxelTool)

CSGProps

type: TObjectPtr<UVo...


code: UVoxelCSGMeshesTool()


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Sets up VoxProperties; typically need to overload and call "Super::SetupProperties();"

code: virtual void SetupProperties()


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< int32 > MaxComponentsSupported() const


code: virtual int32 MinComponentsSupported() const


className: UVoxelCSGMeshesToolBuilder


className: UVoxelCSGMeshesToolProperties

description: Standard properties of the Voxel CSG operation

bAutoSimplify

type: bool

description: Automatically simplify the result of voxel-based merge.

MeshAdaptivity

type: float

description: Remeshing adaptivity, prior to optional simplification

OffsetDistance

description: Offset when remeshing, note large offsets with high voxels counts will be slow.

Operation

type: EVoxelCSGOperat...

description: The type of operation

VoxelCount

description: The size of the geometry bounding box major axis measured in voxels.


className: EAlignObjectsAlignToOptions

module: MeshModelingToolsExp

code: enum EAlignObjectsAlignToOptions { FirstSelected, LastSelected, Combined, }


className: ConvertToLaplacianWeightScheme

description: The ELaplacianWeightScheme enum is the same..

code: static [ELaplacianWeightScheme](API\Plugins\DynamicMesh\Solvers\ELaplacianWeightScheme) ConvertToLaplacianWeightScheme ( const [EWeightScheme](API\Plugins\MeshModelingToolsExp\EWeightScheme) WeightScheme )


className: EAlignObjectsAlignTypes

code: enum EAlignObjectsAlignTypes { Pivots, BoundingBoxes, }


className: EAlignObjectsBoxPoint

code: enum EAlignObjectsBoxPoint { Center, Bottom, Top, Left, Right, Front, Back, Min, Max, }


className: EBakeCurvatureClampMode

code: enum EBakeCurvatureClampMode { None, OnlyPositive, OnlyNegative, }


className: EBakeCurvatureColorMode

code: enum EBakeCurvatureColorMode { Grayscale, RedBlue, RedGreenBlue, }


className: EBakeCurvatureTypeMode

code: enum EBakeCurvatureTypeMode { MeanAverage, Max, Min, Gaussian, }


className: EBakeMapType

description: Bake map enums

code: enum EBakeMapType { None = 0, TangentSpaceNormal = 1 << 0, ObjectSpaceNormal = 1 << 1, FaceNormal = 1 << 2, BentNormal = 1 << 3, Position = 1 << 4, Curvature = 1 << 5, AmbientOcclusion = 1 << 6, Texture = 1 << 7, MultiTexture = 1 << 8, VertexColor = 1 << 9, MaterialID = 1 << 10, PolyGroupID = 1 << 11, All = 0x7FF, }


className: EBakeNormalSpace

description: Bake tool property sets

code: enum EBakeNormalSpace { Tangent, Object, }


className: EBakeOpState

description: Bake compute state

code: enum EBakeOpState { Clean = 0, Evaluate = 1 << 0, EvaluateDetailMesh = 1 << 1, Invalid = 1 << 2, }


className: EBakeScaleMethod

code: enum EBakeScaleMethod { BakeFullScale, BakeNonuniformScale, DoNotBakeScale, }


className: EBakeVertexChannel

code: enum EBakeVertexChannel { R, G, B, A, RGBA, }


className: EBakeVertexOutput

code: enum EBakeVertexOutput { RGBA, PerChannel, }


className: EConvertToPolygonsMode

code: enum EConvertToPolygonsMode { FaceNormalDeviation, FindPolygons, FromUVIslands, FromNormalSeams, FromConnectedTris, FromFurthestPointSampling, CopyFromLayer, }


className: ECubeGridToolAction

code: enum ECubeGridToolAction { NoAction, Push, Pull, Flip, SlideForward, SlideBack, DecreaseGridPower, IncreaseGridPower, CornerMode, ResetFromActor, Done, Cancel, }


className: ECubeGridToolFaceSelectionMode

code: enum ECubeGridToolFaceSelectionMode { OutsideBasedOnNormal, InsideBasedOnNormal, OutsideBasedOnViewRay, InsideBasedOnViewRay, }


className: EDisplaceMeshToolChannelType

code: enum EDisplaceMeshToolChannelType { Red, Green, Blue, Alpha, }


className: EDisplaceMeshToolDisplaceType

code: enum EDisplaceMeshToolDisplaceType { Constant, DisplacementMap, RandomNoise, PerlinNoise, SineWave, }


className: EDisplaceMeshToolSubdivisionType

code: enum EDisplaceMeshToolSubdivisionType { Flat, PNTriangles, }


className: EDisplaceMeshToolTriangleSelectionType

code: enum EDisplaceMeshToolTriangleSelectionType { None, Material, }


className: EBrushActionMode

code: enum EBrushActionMode { Paint, FloodFill, }


className: EDrawPolyPathExtrudeDirection

code: enum EDrawPolyPathExtrudeDirection { SelectionNormal, WorldX, WorldY, WorldZ, LocalX, LocalY, LocalZ, }


className: EDrawPolyPathExtrudeMode

code: enum EDrawPolyPathExtrudeMode { Flat, Fixed, Interactive, RampFixed, RampInteractive, }


className: EDrawPolyPathRadiusMode

code: enum EDrawPolyPathRadiusMode { Fixed, Interactive, }


className: EDynamicMeshSculptBrushType

description: Mesh Sculpting Brush Types

code: enum EDynamicMeshSculptBrushType { Move, PullKelvin, PullSharpKelvin, Smooth, Offset, SculptView, SculptMax, Inflate, ScaleKelvin, Pinch, TwistKelvin, Flatten, Plane, PlaneViewAligned, FixedPlane, Resample, LastValue, }


className: EDrawPolyPathWidthMode

code: enum EDrawPolyPathWidthMode { Fixed, Interactive, }


className: EEditPivotSnapDragRotationMode

description: Snap-Drag Rotation Mode

code: enum EEditPivotSnapDragRotationMode { Ignore = 0, Align = 1, AlignFlipped = 2, LastValue, }


className: EEditPivotToolActions

code: enum EEditPivotToolActions { NoAction, Center, Bottom, Top, Left, Right, Front, Back, WorldOrigin, }


className: EFlareProfileType

code: enum EFlareProfileType { SinMode, SinSquaredMode, TriangleMode, }


className: EGroupTopologyDeformationStrategy

description: Deformation strategies

code: enum EGroupTopologyDeformationStrategy { Linear, Laplacian, }


className: EHoleFillToolActions

code: enum EHoleFillToolActions { NoAction, SelectAll, ClearSelection, }


className: ELatticeDeformerToolAction

code: enum ELatticeDeformerToolAction { NoAction, Constrain, ClearConstraints, }


className: ELatticeInterpolationType

code: enum ELatticeInterpolationType { Linear, Cubic, }


className: EMeshAttributePaintToolActions

code: enum EMeshAttributePaintToolActions { NoAction, }


className: EMeshGroupPaintBrushType

description: Mesh Sculpting Brush Types

code: enum EMeshGroupPaintBrushType { Paint, Erase, LastValue, }


className: EMeshFacesColorMode

code: enum EMeshFacesColorMode { None, ByGroup, ByMaterialID, ByUVIsland, }


className: EMeshGroupPaintBrushAreaType

description: Mesh Sculpting Brush Area Types

code: enum EMeshGroupPaintBrushAreaType { Connected, Volumetric, }


className: EMeshGroupPaintInteractionType

description: Mesh Sculpting Brush Types

code: enum EMeshGroupPaintInteractionType { Brush, Fill, GroupFill, PolyLasso, LastValue, }


className: EMeshGroupPaintToolActions

code: enum EMeshGroupPaintToolActions { NoAction, ClearFrozen, FreezeCurrent, FreezeOthers, GrowCurrent, ShrinkCurrent, ClearCurrent, FloodFillCurrent, ClearAll, }


className: EMeshInspectorMaterialMode

description: Material Modes for Mesh Inspector Tool

code: enum EMeshInspectorMaterialMode { Original, FlatShaded, Grey, Transparent, TangentNormal, VertexColor, GroupColor, Checkerboard, Override, }


className: EMeshGroupPaintVisibilityType

description: Mesh Sculpting Brush Types

code: enum EMeshGroupPaintVisibilityType { None, FrontFacing, Unoccluded, }


className: EMeshInspectorToolDrawIndexMode

code: enum EMeshInspectorToolDrawIndexMode { None, VertexID, TriangleID, GroupID, EdgeID, }


className: EMeshSelectionToolActions

code: enum EMeshSelectionToolActions { NoAction, SelectAll, SelectAllByMaterial, ClearSelection, InvertSelection, GrowSelection, ShrinkSelection, ExpandToConnected, SelectLargestComponentByTriCount, SelectLargestComponentByArea, OptimizeSelection, DeleteSelected, DisconnectSelected, SeparateSelected, DuplicateSelected, FlipSelected, CreateGroup, SmoothBoundary, CycleSelectionMode, CycleViewMode, }


className: EMeshSelectionToolPrimaryMode

code: enum EMeshSelectionToolPrimaryMode { Brush, VolumetricBrush, AngleFiltered, Visible, AllConnected, AllInGroup, ByMaterial, ByMaterialAll, ByUVIsland, AllWithinAngle, }


className: EMeshSpaceDeformerToolAction

code: enum EMeshSpaceDeformerToolAction { NoAction, ShiftToCenter, }


className: EMeshVertexPaintBrushAreaType

description: Brush Area Types

code: enum EMeshVertexPaintBrushAreaType { Connected, Volumetric, }


className: EMeshVertexPaintBrushType

description: Mesh Vertex Painting Brush Types

code: enum EMeshVertexPaintBrushType { Paint, Erase, Soften, Smooth, LastValue, }


className: EMeshVertexPaintColorBlendMode

description: Currently in-sync with EVertexColorPaintBrushOpBlendMode

code: enum EMeshVertexPaintColorBlendMode { Lerp = 0, Mix = 1, Multiply = 2, }


className: EMeshVertexPaintColorChannel

code: enum EMeshVertexPaintColorChannel { Red = 0, Green = 1, Blue = 2, Alpha = 3, }


className: EMeshVertexPaintInteractionType

description: Mesh Vertex Paint Primary Interactions

code: enum EMeshVertexPaintInteractionType { Brush, TriFill, Fill, GroupFill, PolyLasso, LastValue, }


className: EMeshVertexPaintMaterialMode

description: Visualization Materials

code: enum EMeshVertexPaintMaterialMode { LitVertexColor, UnlitVertexColor, OriginalMaterial, }


className: EMeshVertexPaintSecondaryActionType

description: Secondary/Erase Vertex Color Painting Types

code: enum EMeshVertexPaintSecondaryActionType { Erase, Soften, Smooth, }


className: EMeshVertexPaintToolActions

code: enum EMeshVertexPaintToolActions { NoAction, PaintAll, EraseAll, FillBlack, FillWhite, ApplyCurrentUtility, }


className: EMeshVertexPaintToolUtilityOperations

code: enum EMeshVertexPaintToolUtilityOperations { BlendAllSeams, FillChannels, InvertChannels, CopyChannelToChannel, SwapChannels, CopyFromWeightMap, CopyToOtherLODs, CopyToSingleLOD, }


className: EMeshVertexPaintVisibilityType

description: Visibility Types

code: enum EMeshVertexPaintVisibilityType { None, FrontFacing, Unoccluded, }


className: EMeshVertexSculptBrushFilterType

description: Brush Triangle Filter Type

code: enum EMeshVertexSculptBrushFilterType { None = 0, Component = 1, PolyGroup = 2, }


className: EMeshVertexSculptBrushType

description: Mesh Sculpting Brush Types

code: enum EMeshVertexSculptBrushType { Move, PullKelvin, PullSharpKelvin, Smooth, SmoothFill, Offset, SculptView, SculptMax, Inflate, ScaleKelvin, Pinch, TwistKelvin, Flatten, Plane, PlaneViewAligned, FixedPlane, LastValue, }


className: EMirrorOperationMode

code: enum EMirrorOperationMode { MirrorAndAppend = 0, MirrorExisting = 1, }


className: EMirrorSaveMode

code: enum EMirrorSaveMode { InputObjects = 0, NewObjects = 1, }


className: EMirrorToolAction

code: enum EMirrorToolAction { NoAction, ShiftToCenter, Left, Right, Up, Down, Forward, Backward, }


className: ENonlinearOperationType

description: ENonlinearOperation determines which type of nonlinear deformation will be applied

code: enum ENonlinearOperationType { Bend, Flare, Twist, }


description: Array of all bake map types. This defines the order in which the bake map types are iterated in the bake tools. Consequently this ordering is reflected in the order of the bake Results property.

code: static constexpr [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) ENUM_EBAKEMAPTYPE_ALL = { EBakeMapType::TangentSpaceNormal, EBakeMapType::ObjectSpaceNormal, EBakeMapType::FaceNormal, EBakeMapType::BentNormal, EBakeMapType::Position, EBakeMapType::Curvature, EBakeMapType::AmbientOcclusion, EBakeMapType::Texture, EBakeMapType::MultiTexture, EBakeMapType::VertexColor, EBakeMapType::MaterialID, EBakeMapType::PolyGroupID };


className: EOccludedAction

code: enum EOccludedAction { Remove, SetNewGroup, }


className: EOcclusionCalculationUIMode

code: enum EOcclusionCalculationUIMode { GeneralizedWindingNumber, RaycastOcclusionSamples, }


className: EOcclusionTriangleSamplingUIMode

code: enum EOcclusionTriangleSamplingUIMode { Vertices, VerticesAndCentroids, }


className: EOffsetMeshToolOffsetType

code: enum EOffsetMeshToolOffsetType { Iterative, Implicit, }


className: EPatternToolAxisSpacingMode

code: enum EPatternToolAxisSpacingMode { ByCount = 0, StepSize = 1, Packed = 2, }


className: EPatternToolSingleAxis

code: enum EPatternToolSingleAxis { XAxis = 0, YAxis = 1, ZAxis = 2, }


className: EPatternToolShape

code: enum EPatternToolShape { Line = 0, Grid = 1, Circle = 2, }


className: EPatternToolSinglePlane

code: enum EPatternToolSinglePlane { XYPlane = 0, XZPlane = 1, YZPlane = 2, }


className: EPlaneCutToolActions

code: enum EPlaneCutToolActions { NoAction, Cut, FlipPlane, }


className: ERevolveSplineSampleMode

code: enum ERevolveSplineSampleMode { ControlPointsOnly, PolyLineMaxError, UniformSpacingAlongCurve, }


className: EQuickTransformerMode

description: Modes for quick transformer

code: enum EQuickTransformerMode { AxisTranslation = 0, AxisRotation = 1, }


className: ERevolveSplineToolAction

code: enum ERevolveSplineToolAction { ResetAxis, }


className: ESmoothMeshToolSmoothType

code: enum ESmoothMeshToolSmoothType { Iterative, Implicit, Diffusion, }


className: ETransformMeshesSnapDragRotationMode

description: Snap-Drag Rotation Mode

code: enum ETransformMeshesSnapDragRotationMode { Ignore = 0, Align = 1, AlignFlipped = 2, LastValue, }


className: ETransformMeshesSnapDragSource

description: Snap-Drag Source Point

code: enum ETransformMeshesSnapDragSource { ClickPoint = 0, Pivot = 1, LastValue, }


className: ETransformMeshesTransformMode

description: Mesh Transform modes

code: enum ETransformMeshesTransformMode { SharedGizmo = 0, SharedGizmoLocal = 1, PerObjectGizmo = 2, LastValue, }


className: EVoxelBlendOperation

description: CSG-style blend operations

code: enum EVoxelBlendOperation { Union = 0, Subtract = 1, }


className: EWeightScheme

description: Laplacian weight schemes determine how we will look at the curvature at a given vertex in relation to its neighborhood

code: enum EWeightScheme { Uniform, Umbrella, Valence, MeanValue, Cotangent, ClampedCotangent, IDTCotangent, }


className: FBakeMultiMeshDetailProperties

EditCondition

description: Source mesh color texture that is to be resampled into a new texture

SourceMesh

type: TObjectPtr<USt...

description: Source mesh to sample from


className: EWeldMeshEdgesAttributeUIMode

code: enum EWeldMeshEdgesAttributeUIMode { None, OnWeldedMeshEdgesOnly, OnFullMesh, }


className: FColorMapData

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< int32, bool > FColorMapData


code: bool operator== ( const [FBakeMultiMeshDetailSettings](API\Plugins\MeshModelingToolsExp\FBakeMultiMeshDetailSettings) & Other ) const


code: bool operator== ( const [FCurvatureMapSettings](API\Plugins\MeshModelingToolsExp\FCurvatureMapSettings) & Other ) const


className: FBakeMultiMeshDetailSettings

code: struct FBakeMultiMeshDetailSettings

ColorMapData

type: TArray<FColorM...


className: FCurvatureMapSettings

code: struct FCurvatureMapSettings

Dimensions

type: FImageDimension...


className: FDetailMeshSettings

description: Bake tool property settings structs

code: struct FDetailMeshSettings

NormalSpace

type: EBakeNormalSpac...


description: Makes the change to the object

code: virtual void Apply ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: true if this Change has Expired, ie it will no longer have any effect and could be skipped by undo/redo

code: virtual bool HasExpired ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Describes this change (for debugging)

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


code: FDrawPolyPathStateChange ( int32 CurveTimestampIn, [UDrawPolyPathTool::EState](API\Plugins\MeshModelingToolsExp\UDrawPolyPathTool\EState) PreviousStateIn )


className: FDrawPolyPathStateChange

code: class FDrawPolyPathStateChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)

PreviousState

type: UDrawPolyPathTo...


className: FEditPivotTarget

TransformGizmo

type: TObjectPtr<UCo...

TransformProxy

type: TObjectPtr<UTr...


code: bool operator== ( const [FDetailMeshSettings](API\Plugins\MeshModelingToolsExp\FDetailMeshSettings) & Other ) const


code: template<typename VectorType> VectorType ToColor ( float Value )


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) ToColor ( float Value )


code: virtual ~FFloatAttributeColorMapper()


description: Reverts change to the object

code: virtual void Revert ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: FFloatAttributeColorMapper

description: Maps float values to linear color ramp.

code: class FFloatAttributeColorMapper

HighColor

type: FLinearColor

description: A linear, 32-bit/component floating point RGBA color.


code: FLatticeDeformerToolConstrainedPointsChange ( const [TMap](API\Runtime\Core\Containers\TMap)< int, FVector3d > & PrevConstrainedLatticePointsIn, const [TMap](API\Runtime\Core\Containers\TMap)< int, FVector3d > & NewConstrainedLatticePointsIn, int32 ChangeStampIn )


description: Set of constrained points change.

code: class FLatticeDeformerToolConstrainedPointsChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)

NewConstrainedLatticePoints

type: TMap< int, FVec...


className: FMeshAttributePaintChange

description: FCommandChangefor color map changes

code: class FMeshAttributePaintChange : public [TCustomIndexedValuesChange< float, int32 >](API\Plugins\ModelingComponents\Changes\TCustomIndexedValuesChange)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FMeshModelingToolsExpModule

code: class FMeshModelingToolsExpModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: bool operator== ( const [FMeshPropertyMapSettings](API\Plugins\MeshModelingToolsExp\FMeshPropertyMapSettings) & Other ) const


className: FMeshPropertyMapSettings

code: struct FMeshPropertyMapSettings


description: Describes this change (for debugging)

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


className: FMeshVertexColorPaintChange

description: FCommandChangefor Vertex Color changes

code: class FMeshVertexColorPaintChange : public [TCustomIndexedValuesChange< FVector4f, int32 >](API\Plugins\ModelingComponents\Changes\TCustomIndexedValuesChange)


code: bool operator== ( const [FNormalMapSettings](API\Plugins\MeshModelingToolsExp\FNormalMapSettings) & Other ) const


className: FNormalMapSettings

code: struct FNormalMapSettings


code: bool operator== ( const [FOcclusionMapSettings](API\Plugins\MeshModelingToolsExp\FOcclusionMapSettings) & Other ) const


className: FOcclusionMapSettings

code: struct FOcclusionMapSettings


code: FPerlinLayerProperties()


code: FPerlinLayerProperties ( float FrequencyIn, float IntensityIn )


className: FPerlinLayerProperties

description: Intensity/amplitude of Perlin noise layer |

meta

description: Frequency of Perlin noise layer


code: bool operator== ( const [FTexture2DSettings](API\Plugins\MeshModelingToolsExp\FTexture2DSettings) & Other ) const


code: struct FTexture2DSettings


className: FTransformMeshesTarget


code: virtual int GetGroupID ( int32 TriangleID ) const


code: void CalculateIslandGroups()


code: [UE::Geometry::FFrame3d](API\Runtime\GeometryCore\FFrame3d_1) GetIslandFrame ( int32 GroupID, [UE::Geometry::FDynamicMeshAABBTree3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMeshAABBTree3) & AABBTree )


code: FUVGroupTopology ( const [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * Mesh, uint32 UVLayerIndex, bool bAutoBuild )


className: FUVGroupTopology

code: class FUVGroupTopology : public [UE::Geometry::FGroupTopology](API\Plugins\DynamicMesh\FGroupTopology)

TriIslandGroups

type: TArray< int32 >

UVOverlay

type: const FDynamicM...


code: int ElementNum() const


code: float GetValue ( int32 Index ) const


code: void SetValue ( int32 Index, float Value )


code: virtual ~IMeshVertexAttributeAdapter()


className: IMeshVertexAttributeAdapter

description: Abstract interface to a single-channel indexed floating-point attribute

code: class IMeshVertexAttributeAdapter


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IMeshVertexAttributeAdapter](API\Plugins\MeshModelingToolsExp\IMeshVertexAttributeAdapter) > GetAttribute ( [FName](API\Runtime\Core\UObject\FName) AttributeName )


description: number of indices in each attribute

code: int32 GetAttributeElementNum()


code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAttributeList()


code: virtual ~IMeshVertexAttributeSource()


className: IMeshVertexAttributeSource

description: Abstract interface to a set of single-channel indexed floating-point attributes

code: class IMeshVertexAttributeSource


className: operator&

code: constexpr [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) operator& ( [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) Lhs, [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) Rhs )


code: constexpr [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) operator& ( [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) Lhs, [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) Rhs )


className: operator&=

code: [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) & operator&= ( [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) & Lhs, [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) Rhs )


code: [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) & operator&= ( [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) & Lhs, [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) Rhs )


className: operator~

code: constexpr [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) operator~ ( [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) E )


code: constexpr [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) operator~ ( [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) E )


className: operator^

code: constexpr [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) operator^ ( [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) Lhs, [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) Rhs )


code: constexpr [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) operator^ ( [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) Lhs, [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) Rhs )


className: operator^=

code: [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) & operator^= ( [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) & Lhs, [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) Rhs )


code: [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) & operator^= ( [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) & Lhs, [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) Rhs )


className: operator!

code: constexpr bool operator! ( [EBakeMapType](API\Plugins\MeshModelingToolsExp\EBakeMapType) E )


code: constexpr bool operator! ( [EBakeOpState](API\Plugins\MeshModelingToolsExp\EBakeOpState) E )


className: ECollisionGeometryType

code: enum ECollisionGeometryType { CopyFromInputs = 0, AlignedBoxes = 1, OrientedBoxes = 2, MinimalSpheres = 3, Capsules = 4, ConvexHulls = 5, SweptHulls = 6, LevelSets = 7, MinVolume = 10, Empty = 11, }


className: ECollisionGeometryMode

code: enum ECollisionGeometryMode { Default = CTF_UseDefault, SimpleAndComplex = CTF_UseSimpleAndComplex, UseSimpleAsComplex = CTF_UseSimpleAsComplex, UseComplexAsSimple = CTF_UseComplexAsSimple, }


className: EExtractCollisionOutputType

code: enum EExtractCollisionOutputType { Simple = 0, Complex = 1, }


className: EProjectedHullAxis

code: enum EProjectedHullAxis { X = 0, Y = 1, Z = 2, SmallestBoxDimension = 3, SmallestVolume = 4, }


className: ESetCollisionGeometryInputMode

code: enum ESetCollisionGeometryInputMode { CombineAll = 0, PerInputObject = 1, PerMeshComponent = 2, PerMeshGroup = 3, }


className: ESimpleCollisionEditorToolAction

code: enum ESimpleCollisionEditorToolAction { NoAction, AddSphere, AddBox, AddCapsule, Duplicate, DeleteSelected, DeleteAll, }


className: FPhysicsBoxData

Dimensions

type: FVector

Element

type: FKShapeElem

description: Shape Element storing standard collision and physics properties for a shape

Transform

type: FTransform


className: FPhysicsLevelSetData


className: FPhysicsConvexData


className: FPhysicsCapsuleData


className: FPhysicsSphereData


description: Returns the line set color. If bRandomColors == true LineSetIndex is used to return a random color If bRandomColors == false LineSetIndex is ignored and this->Color is returned

code: [FColor](API\Runtime\Core\Math\FColor) GetLineSetColor ( int32 LineSetIndex ) const