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Engine.StaticMeshComponent

Extends
MeshComponent
Modifiers
native noexport AutoExpandCategories ( Collision , Rendering , Lighting ) hidecategories ( Object ) editinlinenew

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.MeshComponent
            |   
            +-- Engine.StaticMeshComponent

Direct Known Subclasses:

CoverMeshComponent, MaterialEditorMeshComponent, StaticMeshEditorComponent, UTGibStaticMeshComponent

Variables Summary
intForcedLodModel
array<Guid>IrrelevantLights
array<StaticMeshComponentLODInfo>LODData
intPreviousLODLevel
AdvancedLighting
boolbUseSubDivisions
intMaxSubDivisions
intMinSubDivisions
intSubDivisionStepSize
StaticMeshComponent
boolbIgnoreInstanceForTextureStreaming
boolbOverrideLightMapResolution
intOverriddenLightMapResolution
StaticMeshStaticMesh
ColorWireframeColor
Inherited Variables from Engine.MeshComponent
Materials
Inherited Variables from Engine.PrimitiveComponent
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicLights, bAcceptsFoliage, bAcceptsLights, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bCastDynamicShadow, bCastHiddenShadow, bDisableAllRigidBody, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, bOwnerNoSee, bUseAsOccluder, bUseCompartment, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedParentToWorld, CastShadow, CollideActors, CullDistance, DecalList, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, PhysMaterialOverride, RBChannel, RBCollideWithChannels, RBDominanceGroup, RigidBodyIgnorePawns, Rotation, Scale, Scale3D, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup

Enumerations Summary
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel

Structures Summary
StaticMeshComponentLODInfo
ShadowMaps, ShadowVertexBuffers, LightMap
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
function SetStaticMesh (StaticMesh NewMesh)
Inherited Functions from Engine.MeshComponent
CreateAndSetMaterialInstanceConstant, CreateAndSetMaterialInstanceTimeVarying, GetMaterial, GetNumElements, SetMaterial
Inherited Functions from Engine.PrimitiveComponent
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, GetPosition, GetRootBodyInstance, PutRigidBodyToSleep, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, WakeRigidBody


Variables Detail

ForcedLodModel Source code

var int ForcedLodModel;

IrrelevantLights Source code

var const array<Guid> IrrelevantLights;

LODData Source code

var native private const array<StaticMeshComponentLODInfo> LODData;

PreviousLODLevel Source code

var int PreviousLODLevel;

AdvancedLighting

bUseSubDivisions Source code

var(AdvancedLighting) const bool bUseSubDivisions;
Whether to use subdivisions or just the triangle's vertices.

MaxSubDivisions Source code

var(AdvancedLighting) const int MaxSubDivisions;
Maximum number of subdivisions.

MinSubDivisions Source code

var(AdvancedLighting) const int MinSubDivisions;
Minimum number of subdivisions, needs to be at least 2.

SubDivisionStepSize Source code

var(AdvancedLighting) const int SubDivisionStepSize;
Subdivision step size for static vertex lighting.

StaticMeshComponent

bIgnoreInstanceForTextureStreaming Source code

var(StaticMeshComponent) bool bIgnoreInstanceForTextureStreaming;
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.

bOverrideLightMapResolution Source code

var(StaticMeshComponent) const bool bOverrideLightMapResolution;
Whether to override the lightmap resolution defined in the static mesh

OverriddenLightMapResolution Source code

var(StaticMeshComponent) const int OverriddenLightMapResolution;
Light map resolution used if bOverrideLightMapResolution is TRUE

StaticMesh Source code

var(StaticMeshComponent) const StaticMesh StaticMesh;

WireframeColor Source code

var(StaticMeshComponent) Color WireframeColor;


Structures Detail

StaticMeshComponentLODInfo Source code

struct StaticMeshComponentLODInfo
{
var native private const pointer LightMap;
var private const array<ShadowMap2D> ShadowMaps;
var private const array<Object> ShadowVertexBuffers;
};



Functions Detail

SetStaticMesh Source code

simulated native final function SetStaticMesh ( StaticMesh NewMesh )
Change the StaticMesh used by this instance.


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:44.752 - Created with UnCodeX