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UE3:StaticMeshComponent (UT3)

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UT3 Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent

Contents

Package: 
Engine
Known direct subclasses:
CoverMeshComponent, MaterialEditorMeshComponent, StaticMeshEditorComponent, UTGibStaticMeshComponent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'AdvancedLighting'

[edit] bUseSubDivisions

Type: bool

Modifiers: const

Whether to use subdivisions or just the triangle's vertices.

Default value: True

[edit] MaxSubDivisions

Type: int

Modifiers: const

Maximum number of subdivisions.

Default value: 8

[edit] MinSubDivisions

Type: int

Modifiers: const

Minimum number of subdivisions, needs to be at least 2.

Default value: 2

[edit] SubDivisionStepSize

Type: int

Modifiers: const

Subdivision step size for static vertex lighting.

Default value: 16

[edit] Property group 'StaticMeshComponent'

[edit] bIgnoreInstanceForTextureStreaming

Type: bool

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.

[edit] bOverrideLightMapResolution

Type: bool

Modifiers: const

Whether to override the lightmap resolution defined in the static mesh

Default value: True

[edit] OverriddenLightMapResolution

Type: int

Modifiers: const

Light map resolution used if bOverrideLightMapResolution is TRUE

[edit] StaticMesh

Type: StaticMesh

Modifiers: const


[edit] WireframeColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 0

[edit] Internal variables

[edit] ForcedLodModel

Type: int

if 0, auto-select LOD level. if >0, force to (ForcedLodModel-1)

[edit] IrrelevantLights

Type: array<Object.Guid>

Modifiers: const


[edit] LODData

Type: array<StaticMeshComponentLODInfo>

Modifiers: native, private, const


[edit] PreviousLODLevel

Type: int

Previous LOD level

[edit] Default values

Property Value
bAcceptsDecals True
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bUsePrecomputedShadows True
CollideActors True
TickGroup TG_PreAsyncWork

[edit] Structs

[edit] StaticMeshComponentLODInfo

array<ShadowMap2D> ShadowMaps 
array<Object> ShadowVertexBuffers 
pointer{FLightMap} LightMap 

[edit] Native functions

[edit] SetStaticMesh

simulated native final function SetStaticMesh (StaticMesh NewMesh)

Change the StaticMesh used by this instance.

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