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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class StaticMeshComponent extends MeshComponent native noexport AutoExpandCategories(Collision,Rendering,Lighting) hidecategories(Object) editinlinenew; var int ForcedLodModel; // if 0, auto-select LOD level. if >0, force to (ForcedLodModel-1) var int PreviousLODLevel; // Previous LOD level var() const StaticMesh StaticMesh; var() Color WireframeColor; /** * Ignore this instance of this static mesh when calculating streaming information. * This can be useful when doing things like applying character textures to static geometry, * to avoid them using distance-based streaming. */ var() bool bIgnoreInstanceForTextureStreaming; /** Whether to override the lightmap resolution defined in the static mesh */ var() const bool bOverrideLightMapResolution; /** Light map resolution used if bOverrideLightMapResolution is TRUE */ var() const int OverriddenLightMapResolution; /** Subdivision step size for static vertex lighting. */ var(AdvancedLighting) const int SubDivisionStepSize; /** Minimum number of subdivisions, needs to be at least 2. */ var(AdvancedLighting) const int MinSubDivisions; /** Maximum number of subdivisions. */ var(AdvancedLighting) const int MaxSubDivisions; /** Whether to use subdivisions or just the triangle's vertices. */ var(AdvancedLighting) const bool bUseSubDivisions; var const array<Guid> IrrelevantLights; struct StaticMeshComponentLODInfo { var private const array<ShadowMap2D> ShadowMaps; var private const array<Object> ShadowVertexBuffers; var native private const pointer LightMap{FLightMap}; }; var native private const array<StaticMeshComponentLODInfo> LODData; /** Change the StaticMesh used by this instance. */ simulated native final function SetStaticMesh( StaticMesh NewMesh ); defaultproperties { WireframeColor=(B=255,G=255,R=0,A=255) bOverrideLightMapResolution=True SubDivisionStepSize=16 MinSubDivisions=2 MaxSubDivisions=8 bUseSubDivisions=True bAcceptsDecals=True bUsePrecomputedShadows=True CollideActors=True BlockActors=True BlockZeroExtent=True BlockNonZeroExtent=True BlockRigidBody=True TickGroup=TG_PreAsyncWork Name="Default__StaticMeshComponent" ObjectArchetype=MeshComponent'Engine.Default__MeshComponent' } |
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