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FMeshPaintGeometryAdapterForStaticMeshesFactory
/Engine/Source/Editor/MeshPaint/Public/MeshPaintStaticMeshAdapter.h
MeshPaint
class FMeshPaintGeometryAdapterForStaticMeshesFactory : public [IMeshPaintGeometryAdapterFactory](API\Editor\MeshPaint\IMeshPaintGeometryAdapterFactory)
[]
FMeshPaintParameters
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Mesh paint parameters
MeshPaint
class FMeshPaintParameters
[ { "type": "FApplyVertexPai...", "name": "ApplyVertexDataDelegate", "description": "" }, { "type": "FLinearColor", "name": "BrushColor", "description": "" }, { "type": "float", "name": "BrushDepth", "description": "" }, { "type": "float", "name": "BrushDepthFal...
FMeshPaintTriangle
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
Triangle for use in Octree for mesh paint optimization
MeshPaint
struct FMeshPaintTriangle
[ { "type": "FBoxCenterAndEx...", "name": "BoxCenterAndExtent", "description": "" }, { "type": "uint32", "name": "Index", "description": "" }, { "type": "FVector", "name": "Normal", "description": "" }, { "type": "FVector[3]", "name": "Vertices", "descriptio...
FMeshPaintTriangleOctreeSemantics::AreElementsEqual
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
Determine if two octree elements are equal true if both octree elements are equal, false if they are not
MeshPaint
static bool AreElementsEqual ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & A, const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & B )
[]
FMeshPaintTriangleOctreeSemantics::AreElementsEqual
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
Determine if two octree elements are equal true if both octree elements are equal, false if they are not
MeshPaint
static bool AreElementsEqual ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & A, const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & B )
[]
ElementAllocator
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
MeshPaint
typedef TInlineAllocator< MaxElementsPerLeaf > ElementAllocator
[]
ElementAllocator
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
MeshPaint
typedef TInlineAllocator< MaxElementsPerLeaf > ElementAllocator
[]
FMeshPaintTriangleOctreeSemantics::GetBoundingBox
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
Get the bounding box of the provided octree element. In this case, the box is merely the point specified by the element. Bounding box of the provided octree element
MeshPaint
static [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) GetBoundingBox ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & Element )
[]
FMeshPaintTriangleOctreeSemantics::GetBoundingBox
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
Get the bounding box of the provided octree element. In this case, the box is merely the point specified by the element. Bounding box of the provided octree element
MeshPaint
static [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) GetBoundingBox ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & Element )
[]
MaxElementsPerLeaf
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
MeshPaint
enum { MaxElementsPerLeaf = 16 }
[]
MaxElementsPerLeaf
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
MeshPaint
enum { MaxElementsPerLeaf = 16 }
[]
MaxNodeDepth
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
MeshPaint
enum { MaxNodeDepth = 12 }
[]
MaxNodeDepth
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
MeshPaint
enum { MaxNodeDepth = 12 }
[]
MinInclusiveElementsPerNode
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
MeshPaint
enum { MinInclusiveElementsPerNode = 7 }
[]
MinInclusiveElementsPerNode
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
MeshPaint
enum { MinInclusiveElementsPerNode = 7 }
[]
FMeshPaintTriangleOctreeSemantics::SetElementId
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
Ignored for this implementation
MeshPaint
static void SetElementId ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )
[]
FMeshPaintTriangleOctreeSemantics::SetElementId
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/TMeshPaintOctree.h
Ignored for this implementation
MeshPaint
static void SetElementId ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )
[]
FMeshPaintTriangleOctreeSemantics
/Engine/Source/Editor/MeshPaint/Public/TMeshPaintOctree.h
Semantics for the simple mesh paint octree
MeshPaint
struct FMeshPaintTriangleOctreeSemantics
[]
FMeshSelectedMaterialInfo::FMeshSelectedMaterialInfo
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
MeshPaint
FMeshSelectedMaterialInfo ( int32 InNumMaterials )
[]
FMeshSelectedMaterialInfo::FMeshSelectedMaterialInfo
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
MeshPaint
FMeshSelectedMaterialInfo ( int32 InNumMaterials )
[]
FMeshSelectedMaterialInfo
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Wrapper to store which of a meshes materials is selected as well as the total number of materials.
MeshPaint
struct FMeshSelectedMaterialInfo
[ { "type": "int32", "name": "NumMaterials", "description": "" }, { "type": "int32", "name": "SelectedMaterialIndex", "description": "" } ]
FPaintableTexture::operator==
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Overloaded equality operator for use with TArrays Contains method.
MeshPaint
bool operator== ( const [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) & rhs ) const
[]
FPaintableTexture::operator==
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
Overloaded equality operator for use with TArrays Contains method.
MeshPaint
bool operator== ( const [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) & rhs ) const
[]
FPaintableTexture::FPaintableTexture
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
MeshPaint
FPaintableTexture()
[]
FPaintableTexture::FPaintableTexture
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
MeshPaint
FPaintableTexture()
[]
FPaintableTexture::FPaintableTexture
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
MeshPaint
template<typename T, decltype(ImplicitConv< [UTexture](API\Runtime\Engine\Engine\UTexture) * >(DeclVal< T >()))*> FPaintableTexture ( T InTexture, uint32 InUVChannelIndex )
[]
FPaintableTexture::FPaintableTexture
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
MeshPaint
template<typename T, decltype(ImplicitConv< [UTexture](API\Runtime\Engine\Engine\UTexture) * >(DeclVal< T >()))*> FPaintableTexture ( T InTexture, uint32 InUVChannelIndex )
[]
FPaintableTexture
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Structure used to house and compare Texture and UV channel pairs
MeshPaint
struct FPaintableTexture
[ { "type": "UTexture*", "name": "Texture", "description": "" }, { "type": "int32", "name": "UVChannelIndex", "description": "" } ]
FPaintTexture2DData::AddReferencedObjects
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Serializer
MeshPaint
void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FPaintTexture2DData::FPaintTexture2DData
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Default ctor
MeshPaint
FPaintTexture2DData()
[]
FPaintTexture2DData::FPaintTexture2DData
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
MeshPaint
FPaintTexture2DData()
[]
FPaintTexture2DData::FPaintTexture2DData
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
MeshPaint
FPaintTexture2DData ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InPaintingTexture2D, bool InbIsPaintingTexture2DModified )
[]
FPaintTexture2DData::FPaintTexture2DData
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
MeshPaint
FPaintTexture2DData ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InPaintingTexture2D, bool InbIsPaintingTexture2DModified )
[]
FPaintTexture2DData
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
MeshPaint
struct FPaintTexture2DData
[ { "type": "bool", "name": "bIsPaintingTexture2DModified", "description": "" }, { "type": "TObjectPtr<UTe...", "name": "CloneRenderTargetTexture", "description": "Render target texture used as an input while painting that contains a clone of the original image" }, { "type": "TObje...
FPerVertexPaintActionArgs
/Engine/Source/Editor/MeshPaint/Public/MeshPaintHelpers.h
Parameters for paint actions, stored together for convenience
MeshPaint
struct FPerVertexPaintActionArgs
[ { "type": "EMeshPaintActio...", "name": "Action", "description": "" }, { "type": "EMeshPaintModeA...", "name": "Action", "description": "" }, { "type": "IMeshPaintGeome...", "name": "Adapter", "description": "" }, { "type": "IMeshPaintCompo...", "name": "Adapt...
FTexturePaintMeshSectionInfo
/Engine/Source/Editor/MeshPaint/Public/TexturePaintHelpers.h
Helper struct to store mesh section information in
MeshPaint
struct FTexturePaintMeshSectionInfo
[ { "type": "int32", "name": "FirstIndex", "description": "First vertex index in section" }, { "type": "int32", "name": "LastIndex", "description": "Last vertex index in section" } ]
FTexturePaintTriangleInfo
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Structure used to hold per-triangle data for texture painting
MeshPaint
struct FTexturePaintTriangleInfo
[ { "type": "FVector2D[3]", "name": "TrianglePoints", "description": "" }, { "type": "FVector2D[3]", "name": "TriUVs", "description": "" }, { "type": "FVector[3]", "name": "TriVertices", "description": "" } ]
FTextureTargetListInfo::FTextureTargetListInfo
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
MeshPaint
FTextureTargetListInfo ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTextureData, int32 InUVChannelIndex, bool InbIsSelected )
[]
FTextureTargetListInfo::FTextureTargetListInfo
/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintingToolsetTypes.h
MeshPaint
FTextureTargetListInfo ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTextureData, int32 InUVChannelIndex, bool InbIsSelected )
[]
FTextureTargetListInfo
/Engine/Source/Editor/MeshPaint/Public/MeshPaintTypes.h
Wrapper to expose texture targets to WPF code.
MeshPaint
struct FTextureTargetListInfo
[ { "type": "bool", "name": "bIsSelected", "description": "" }, { "type": "UTexture2D*...", "name": "TextureData", "description": "" }, { "type": "uint32", "name": "UndoCount", "description": "" }, { "type": "uint32", "name": "UVChannelIndex", "description":...
IMeshPaintEdMode::ActorSelectionChangeNotify
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FEdMode: Called when the currently selected actor has changed
MeshPaint
virtual void ActorSelectionChangeNotify()
[]
IMeshPaintEdMode::AddReferencedObjects
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FGCObjectinterface
MeshPaint
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
IMeshPaintEdMode::AllowWidgetMove
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
virtual bool AllowWidgetMove()
[]
IMeshPaintEdMode::EndTracking
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FEdMode: Called when a mouse button is released
MeshPaint
virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
IMeshPaintEdMode::Enter
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
virtual void Enter()
[]
IMeshPaintEdMode::Exit
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
virtual void Exit()
[]
IMeshPaintEdMode::GetMeshPainter
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Returns the mesh painter for this mode
MeshPaint
[IMeshPainter](API\Editor\MeshPaint\IMeshPainter) * GetMeshPainter()
[]
IMeshPaintEdMode::GetReferencerName
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Overload this method to report a name for your referencer
MeshPaint
virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const
[]
IMeshPaintEdMode::GetToolkit
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit) > GetToolkit()
[]
IMeshPaintEdMode::Initialize
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
void Initialize()
[]
IMeshPaintEdMode::InputKey
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FEdMode: Called when a key is pressed
MeshPaint
virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )
[]
IMeshPaintEdMode::PostUndo
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FEdMode: Called after an Undo operation
MeshPaint
virtual void PostUndo()
[]
IMeshPaintEdMode::ProcessEditDelete
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
virtual bool ProcessEditDelete()
[]
IMeshPaintEdMode::ProcessCapturedMouseMoves
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Process all captured mouse moves that occurred during the current frame
MeshPaint
virtual bool ProcessCapturedMouseMoves ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntPoint > & CapturedMouseMoves )
[]
IMeshPaintEdMode::Render
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FEdMode: Render the mesh paint tool
MeshPaint
virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
IMeshPaintEdMode::Select
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
FEdMode: Handling SelectActor
MeshPaint
virtual bool Select ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelected )
[]
IMeshPaintEdMode::ShouldDrawWidget
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
virtual bool ShouldDrawWidget() const
[]
IMeshPaintEdMode::StartTracking
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
MeshPaint
virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
IMeshPaintEdMode::Tick
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
IMeshPaintEdMode: Called once per frame
MeshPaint
virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )
[]
IMeshPaintEdMode::UsesToolkits
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
True if this mode uses a toolkit mode (eventually they all should)
MeshPaint
virtual bool UsesToolkits() const
[]
IMeshPaintEdMode::UsesTransformWidget
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).
MeshPaint
virtual bool UsesTransformWidget() const
[]
IMeshPaintEdMode::IMeshPaintEdMode
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Constructor
MeshPaint
IMeshPaintEdMode()
[]
IMeshPaintEdMode::~IMeshPaintEdMode
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Destructor
MeshPaint
virtual ~IMeshPaintEdMode()
[]
IMeshPaintEdMode
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintMode.h
Mesh Paint editor mode
MeshPaint
class IMeshPaintEdMode : public [FEdMode](API\Editor\UnrealEd\FEdMode)
[ { "type": "IMeshPainter&#...", "name": "MeshPainter", "description": "Painter used by this edit mode for applying paint actions" } ]
IMeshPainter::ActorDeselected
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Is called by the owning EdMode when an actor is selected in the viewport
MeshPaint
void ActorDeselected ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
IMeshPainter::ActorSelected
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Is called by the owning EdMode when an actor is de-selected in the viewport
MeshPaint
void ActorSelected ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
IMeshPainter::AddReferencedObjects
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Functionality to collect painter referenced objects to prevent GC
MeshPaint
void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
IMeshPainter::BeginTransaction
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Begins and keeps track of an Editor transaction with the given Description
MeshPaint
void BeginTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) Description )
[]
IMeshPainter::EndTransaction
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Ends the current transaction
MeshPaint
void EndTransaction()
[]
IMeshPainter::FinishPainting
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
If painting is in progress will propagate changes and cleanup the painting state
MeshPaint
virtual void FinishPainting()
[]
IMeshPainter::GetBrushSettings
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Returns an instance ofUPaintBrushSettings(base or derived) which contains the basic settings used for painting
MeshPaint
[UPaintBrushSettings](API\Editor\MeshPaint\UPaintBrushSettings) * GetBrushSettings()
[]
IMeshPainter::GetHitResult
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Returns a HitResult structure given a origin and direction to trace a ray for
MeshPaint
const [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResult ( const FVector & Origin, const FVector & Direction )
[]
IMeshPainter::GetMeshAdapterForComponent
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Tries to retrieves a valid mesh adapter for the given component (derived painters can cache these hence no base implementation)
MeshPaint
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > GetMeshAdapterForComponent ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * Component )
[]
IMeshPainter::GetPainterSettings
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Returns an instance of UMeshPainterSettings used for specific types of painting
MeshPaint
[UMeshPaintSettings](API\Editor\MeshPaint\UMeshPaintSettings) * GetPainterSettings()
[]
IMeshPainter::GetWidget
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Returns aSWidgetwhich represents the painters state and allows for changes / extra functionality
MeshPaint
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget()
[]
IMeshPainter::InputKey
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Allows painter to act on specific key actions
MeshPaint
virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )
[]
IMeshPainter::IsPainting
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Returns whether or not painting (of any sorts) is in progress
MeshPaint
virtual bool IsPainting()
[]
IMeshPainter::Paint
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
'Normal' painting functionality, called when the user tries to paint on a mesh using the mouse
MeshPaint
virtual bool Paint ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const FVector & InCameraOrigin, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPair< FVector, FVector >> & Rays )
[]
IMeshPainter::Paint
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
'Normal' painting functionality, called when the user tries to paint on a mesh using the mouse
MeshPaint
virtual bool Paint ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const FVector & InCameraOrigin, const FVector & InRayOrigin, const FVector & InRayDirection )
[]
IMeshPainter::PaintInternal
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Internal painting functionality, is called from Paint and PaintVR and implemented in the derived painters
MeshPaint
bool PaintInternal ( const FVector & InCameraOrigin, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPair< FVector, FVector >> & Rays, EMeshPaintAction PaintAction, float PaintStrength )
[]
IMeshPainter::Refresh
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Refreshes the underlying data
MeshPaint
void Refresh()
[]
IMeshPainter::RegisterCommands
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Registers a base set of commands for altering UBrushSettings
MeshPaint
virtual void RegisterCommands ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )
[]
IMeshPainter::Render
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Renders ray widgets for the active viewport interactors
MeshPaint
void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
IMeshPainter::RenderInteractors
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Renders viewport interactor widget
MeshPaint
void RenderInteractors ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, bool bRenderVertices, ESceneDepthPriorityGroup DepthGroup )
[]
IMeshPainter::RenderInteractorWidget
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Functionality for rendering the interactor widget given its positional information and paint action
MeshPaint
virtual void RenderInteractorWidget ( const FVector & InCameraOrigin, const FVector & InRayOrigin, const FVector & InRayDirection, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, EMeshPaintAction PaintAction, bool bRenderVertices, ESceneDepthPriorityGroup DepthGroup )
[]
IMeshPainter::Reset
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Resets the state of the painter
MeshPaint
void Reset()
[]
IMeshPainter::Tick
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Base ticking functionality, keeps track of time and caches VR interactors
MeshPaint
virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )
[]
IMeshPainter::UnregisterCommands
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Unregisters a base set of commands
MeshPaint
virtual void UnregisterCommands ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )
[]
IMeshPainter::IMeshPainter
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
MeshPaint
IMeshPainter()
[]
IMeshPainter::~IMeshPainter
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
MeshPaint
virtual ~IMeshPainter()
[]
IMeshPainter
/Engine/Source/Editor/MeshPaint/Public/IMeshPainter.h
Base class for creating a mesh painter, has basic functionality combined with IMeshPaintMode and requires painting/situation-specific information to do actual painting
MeshPaint
class IMeshPainter
[ { "type": "bool", "name": "bArePainting", "description": "Flag for whether or not we are currently painting" }, { "type": "FLinearColor", "name": "HoverVertexPointColor", "description": "" }, { "type": "FScopedTransact...", "name": "PaintTransaction", "description": "Pain...
IMeshPaintGeometryAdapter::AddReferencedObjects
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Reference collecting to prevent GC-ing
MeshPaint
void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
IMeshPaintGeometryAdapter::ApplyOrRemoveTextureOverride
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Applies or removes an override texture to use while rendering the meshes materials
MeshPaint
void ApplyOrRemoveTextureOverride ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture ) const
[]
IMeshPaintGeometryAdapter::Construct
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Constructs the adapter for a specific LOD index using the mesh component
MeshPaint
bool Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 MeshLODIndex )
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IMeshPaintGeometryAdapter::DefaultApplyOrRemoveTextureOverride
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Default functionality for applying or remove a texture override
MeshPaint
static void DefaultApplyOrRemoveTextureOverride ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent, [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture )
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IMeshPaintGeometryAdapter::DefaultQueryPaintableTextures
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Default functionality for querying textures from a mesh component which are suitable for texture painting
MeshPaint
static void DefaultQueryPaintableTextures ( int32 MaterialIndex, const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )
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IMeshPaintGeometryAdapter::GetComponentToWorldMatrix
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Returns the Component to World matrix from the Mesh Component
MeshPaint
FMatrix GetComponentToWorldMatrix() const
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IMeshPaintGeometryAdapter::GetInfluencedVertexData
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Retrieves the influenced vertex indices and positions that intersect the given sphere
MeshPaint
void GetInfluencedVertexData ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TArray](API\Runtime\Core\Containers\TArray)< TPair< int32, FVector >> & OutData ) const
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IMeshPaintGeometryAdapter::GetInfluencedVertexIndices
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Retrieves the influenced vertex indices which intersect the given sphere
MeshPaint
void GetInfluencedVertexIndices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InfluencedVertices ) const
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IMeshPaintGeometryAdapter::GetMeshIndices
/Engine/Source/Editor/MeshPaint/Public/IMeshPaintGeometryAdapter.h
Returns the indices for the current LOD index in the Mesh
MeshPaint
const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetMeshIndices() const
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