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
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+-- Core.Component
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+-- Engine.ActorComponent
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+-- Engine.PrimitiveComponent
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+-- Engine.MeshComponent
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+-- Engine.StaticMeshComponent
Direct Known Subclasses:
CoverMeshComponent, MaterialEditorMeshComponent, StaticMeshEditorComponent, UTGibStaticMeshComponent
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 |
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 |
var int ForcedLodModel;
var const array<
Guid> IrrelevantLights;
var int PreviousLODLevel;
AdvancedLighting
var(AdvancedLighting) const bool bUseSubDivisions;
var(AdvancedLighting) const int MaxSubDivisions;
var(AdvancedLighting) const int MinSubDivisions;
var(AdvancedLighting) const int SubDivisionStepSize;
StaticMeshComponent
bIgnoreInstanceForTextureStreaming Source code
bOverrideLightMapResolution Source code
OverriddenLightMapResolution Source code
StaticMeshComponentLODInfo Source code
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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Creation time: sk 18-3-2018 10:00:44.752 - Created with
UnCodeX