ArcGIS Pro 2.7 API Reference Guide
SetPoint Method (MultipatchBuilderEx)
Example 

ArcGIS.Core.Geometry Namespace > MultipatchBuilderEx Class : SetPoint Method
The patch index. Must be in the range [0, Patches.Count - 1] inclusive.
The index of the point to modify. Must be in the range [0, Patch.Coords - 1] inclusive.
The MapPoint to set. Point cannot be empty or null.
A convenience method to update the components of a point in the specified Patch.
Syntax
public void SetPoint( 
   int patchIndex,
   int pointIndex,
   MapPoint point
)
Public Sub SetPoint( _
   ByVal patchIndex As Integer, _
   ByVal pointIndex As Integer, _
   ByVal point As MapPoint _
) 

Parameters

patchIndex
The patch index. Must be in the range [0, Patches.Count - 1] inclusive.
pointIndex
The index of the point to modify. Must be in the range [0, Patch.Coords - 1] inclusive.
point
The MapPoint to set. Point cannot be empty or null.
Exceptions
ExceptionDescription
The pointIndex is less than zero or is greater than or equal to the patch point count.
The point is null or empty.
Remarks
The xy-coordinates of the point are set in the Patch.Coords list. If the point property HasZ is true, then the Z-value of the point is set in the Patch.Coords list. Otherwise, a default Z-value is set in the Patch.Coords list. If the point property HasM is set to true and this builder property HasM is true, then the M-value of the point is set in the Patch.Ms list. Same is true for the Patch.IDs. If the point is missing any of the attributes (Z, M, or ID) that are present in this builder, a default value is used. The default value for Z is zero, M is NaN, and ID is zero. If a point has an attribute that is missing in the builder, the attribute is ignored. If the patch has texture coordinates or normals, then a default value is set. The default value is (0, 0) for texture coordinates and (0, 0, 1) for normals.
Example
// create the multipatchBuilderEx object
var builder = new ArcGIS.Core.Geometry.MultipatchBuilderEx(multipatch);

// check some properties
bool hasM = builder.HasM;
bool hasZ = builder.HasZ;
bool hasID = builder.HasID;
bool isEmpty = builder.IsEmpty;
bool hasNormals = builder.HasNormals;

var patches = builder.Patches;
int patchCount = patches.Count;

// if there's some patches
if (patchCount > 0)
{
  int pointCount = builder.GetPatchPointCount(0);

  // replace the first point in the first patch
  if (pointCount > 0)
  {
    // get the first point
    var pt = builder.GetPoint(0, 0);
    builder.SetPoint(0, 0, newPoint);
  }

  // check which patches currently contain the texture
  var texture = builder.QueryPatchIndicesWithTexture(brickTextureResource);

  // assign a texture material
  patches[0].Material = brickMaterialTexture;
}

// update the builder for M awareness
builder.HasM = true;
// synchronize the patch attributes to match the builder attributes
//   in this instance because we just set HasM to true on the builder, each patch will now get a default M value for it's set of coordinates
builder.SynchronizeAttributeAwareness();

// call ToGeometry to get the multipatch
multipatch = builder.ToGeometry() as Multipatch;

// multipatch.HasM will be true
Requirements

Target Platforms: Windows 10, Windows 8.1

See Also

Reference

MultipatchBuilderEx Class
MultipatchBuilderEx Members