void |
ApplyBrushToVertex ( const FVector& VertexPosition, const FMatrix& InverseBrushMatrix, const float BrushRadius, const float BrushFalloffAmount, const float BrushStrength, const T& PaintValue, T& InOutValue ) |
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void |
ApplyFillWithMask ( FColor& InOutColor, const FColor& MaskColor, const FColor& FillColor ) |
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bool |
ApplyPerTrianglePaintAction ( IMeshPaintGeometryAdapter* Ada..., const FVector& CameraPosition, const FVector& HitPosition, const UPaintBrushSettings* Set..., FPerTrianglePaintAction Action ) |
Given the adapter, settings and view-information retrieves influences triangles and applies Action to them |
bool |
ApplyPerVertexPaintAction ( FPerVertexPaintActionArgs& InArgs, FPerVertexPaintAction Action ) |
Given arguments for an action, and an action - retrieves influences vertices and applies Action to them |
void |
ApplyVertexColorPaint ( const FMeshPaintParameters& InPara..., const FLinearColor& OldColor, FLinearColor& NewColor, const float PaintAmount ) |
Applies Vertex Color Painting according to the given parameters |
void |
ApplyVertexColorsToAllLODs ( IMeshPaintGeometryAdapter& Geometr..., USkeletalMeshComponent* Skelet... ) |
Applies the vertex colors found in LOD level 0 to all contained LOD levels in the SkeletalMeshComponent |
void |
ApplyVertexColorsToAllLODs ( IMeshPaintGeometryAdapter& Geometr..., UStaticMeshComponent* StaticMe... ) |
Applies the vertex colors found in LOD level 0 to all contained LOD levels in the StaticMeshComponent |
void |
ApplyVertexColorsToAllLODs ( IMeshPaintGeometryAdapter& Geometr..., UMeshComponent* InMeshComponen... ) |
Applies vertex color painting found on LOD 0 to all lower LODs. |
void |
ApplyVertexWeightPaint ( const FMeshPaintParameters& InPara..., const FLinearColor& OldColor, const float PaintAmount, FLinearColor& NewColor ) |
Applies Vertex Blend Weight Painting according to the given parameters |
void |
ClearMeshTextureOverrides ( const IMeshPaintGeometryAdapter& G..., UMeshComponent* InMeshComponen... ) |
Clears all texture overrides for this component. |
float |
ComputePaintMultiplier ( float SquaredDistanceToVertex2D, float BrushStrength, float BrushInnerRadius, float BrushRadialFalloff, float BrushInnerDepth, float BrushDepthFallof, float VertexDepthToBrush ) |
Computes the Paint power multiplier value |
bool |
DoesMeshComponentContainPerLODColors ( const UMeshComponent* MeshComp... ) |
Checks whether or not the mesh components contains per lod colors (for all LODs) |
void |
FillSkeletalMeshVertexColors ( USkeletalMeshComponent* MeshCo..., int32 LODIndex, const FColor FillColor, const FColor MaskColor ) |
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void |
FillStaticMeshVertexColors ( UStaticMeshComponent* MeshComp..., int32 LODIndex, const FColor FillColor, const FColor MaskColor ) |
Fills all vertex colors for all LODs found in the given mesh component with Fill Color |
void |
ForceRenderMeshLOD ( UMeshComponent* Component, int32 LODIndex ) |
Forces the component to render LOD level at LODIndex instead of the view-based LOD level ( X = 0 means do not force the LOD, X > 0 means force the lod to X - 1 ) |
FLinearColor |
GenerateColorForTextureWeight ( const int32 NumWeights, const int32 WeightIndex ) |
Generate texture weight color for given number of weights and the to-paint index |
TArray< FCol... |
GetColorDataForLOD ( const UStaticMesh* StaticMesh, int32 LODIndex ) |
Retrieves the vertex colors from the given LOD level in the Static Mesh |
TArray< FCol... |
GetInstanceColorDataForLOD ( const UStaticMeshComponent* Me..., int32 LODIndex ) |
Retrieves the per-instance vertex colors from the given LOD level in the StaticMeshComponent |
void |
GetInstanceColorDataInfo ( const UStaticMeshComponent* St..., int32 LODIndex, int32& OutTotalInstanceVertexColor... ) |
Retrieves the number of bytes used to store the per-instance LOD vertex color data from the static mesh component |
int32 |
GetNumberOfLODs ( const UMeshComponent* MeshComp... ) |
Returns the number of Mesh LODs for the given MeshComponent |
int32 |
GetNumberOfUVs ( const UMeshComponent* MeshComp..., int32 LODIndex ) |
Returns the number of Texture Coordinates for the given MeshComponent |
bool |
GetPerVertexPaintInfluencedVertices ( FPerVertexPaintActionArgs& InArgs, TSet< int32 >& InfluencedVertices ) |
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uint32 |
GetVertexColorBufferSize ( UMeshComponent* MeshComponent, int32 LODIndex, bool bInstance ) |
Retrieves the Vertex Color buffer size for the given LOD level in the Static Mesh |
TArray< FVec... |
GetVerticesForLOD ( const UStaticMesh* StaticMesh, int32 LODIndex ) |
Retrieves the vertex positions from the given LOD level in the Static Mesh |
void |
ImportVertexColorsFromTexture ( UMeshComponent* MeshComponent ) |
Helper function to import Vertex Colors from a Texture to the specified MeshComponent (makes use of SImportVertexColorsOptions Widget) |
void |
ImportVertexColorsToSkeletalMesh ( USkeletalMesh* SkeletalMesh, const UVertexColorImportOptions..., UTexture2D* Texture ) |
Imports vertex colors from a Texture to the specified Skeletal Mesh according to user-set options |
void |
ImportVertexColorsToStaticMesh ( UStaticMesh* StaticMesh, const UVertexColorImportOptions..., UTexture2D* Texture ) |
Imports vertex colors from a Texture to the specified Static Mesh according to user-set options |
void |
ImportVertexColorsToStaticMeshComponent ( UStaticMeshComponent* StaticMe..., const UVertexColorImportOptions..., UTexture2D* Texture ) |
Imports vertex colors from a Texture to the specified Static Mesh Component according to user-set options |
bool |
IsInVRMode ( const FEditorViewportClient* V... ) |
Checks whether or not the given Viewport Client is a VR editor viewport client |
bool |
IsPointInfluencedByBrush ( const FVector& InPosition, const FMeshPaintParameters& InPara..., float& OutSquaredDistanceToVertex2..., float& OutVertexDepthToBrush ) |
Checks whether or not a point is influenced by the painting brush according to the given parameters |
bool |
IsPointInfluencedByBrush ( const FVector2D& BrushSpacePositio..., const float BrushRadiusSquared, float& OutInRangeValue ) |
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bool |
PaintVertex ( const FVector& InVertexPosition, const FMeshPaintParameters& InPara..., FColor& InOutVertexColor ) |
Applies vertex painting to InOutvertexColor according to the given parameters |
FColor |
PickVertexColorFromTextureData ( const uint8* MipData, const FVector2D& UVCoordinate, const UTexture2D* Texture, const FColor ColorMask ) |
Helper function to retrieve vertex color from a UTexture given a UVCoordinate |
bool |
PropagateColorsToRawMesh ( UStaticMesh* StaticMesh, int32 LODIndex, FStaticMeshComponentLODInfo& Compo... ) |
Propagates per-instance vertex colors to the underlying Static Mesh for the given LOD Index |
void |
RemoveComponentInstanceVertexColors ( UStaticMeshComponent* StaticMe... ) |
Removes vertex colors associated with the static mesh component |
void |
RemoveInstanceVertexColors ( UObject* Obj ) |
Removes vertex colors associated with the object |
bool |
RetrieveViewportPaintRays ( const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI, TArray< FPaintRay >& OutPaintRays ) |
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void |
SetColorDataForLOD ( USkeletalMesh* SkeletalMesh, int32 LODIndex, const FColor FillColor, const FColor MaskColor ) |
Sets all vertex colors for a specific LOD level in the SkeletalMesh to FillColor |
void |
SetInstanceColorDataForLOD ( UStaticMeshComponent* MeshComp..., int32 LODIndex, const FColor FillColor, const FColor MaskColor ) |
Sets the specific (LOD Index) per-instance vertex colors for the given StaticMeshComponent to a single Color value |
void |
SetInstanceColorDataForLOD ( UStaticMeshComponent* MeshComp..., int32 LODIndex, const TArray< FColor >& Colors ) |
Sets the specific (LOD Index) per-instance vertex colors for the given StaticMeshComponent to the supplied Color array |
void |
SetRealtimeViewport ( bool bRealtime ) |
Sets whether or not the level viewport should be real time rendered move or viewport as parameter? |
void |
SetViewportColorMode ( EMeshPaintColorViewMode ColorViewMo..., FEditorViewportClient* Viewpor... ) |
Forces the Viewport Client to render using the given Viewport Color ViewMode |
bool |
TryGetNumberOfLODs ( const UMeshComponent* MeshComp..., int32& OutNumLODs ) |
OutNumLODs is set to number of Mesh LODs for the given MeshComponent and returns true, or returns false of given mesh component has no valid LODs |