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UE3:StaticMeshComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent

Contents

Package: 
Engine
Direct subclasses:
CoverMeshComponent, FracturedBaseComponent, InstancedStaticMeshComponent, MaterialEditorMeshComponent, SplineMeshComponent, UTGibStaticMeshComponent
This class in other games:
UT3


[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] SubDivisionStepSize

Type: int

Modifiers: const

Subdivision step size for static vertex lighting.

Default value: 32

[edit] Property group 'Lightmass'

[edit] LightmassSettings

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for this object.

Default value:

Member Value
DiffuseBoost 1.0
EmissiveBoost 1.0
EmissiveLightFalloffExponent 2.0
SpecularBoost 1.0

[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] bOverrideLightMapRes

Type: bool

Modifiers: const

Whether to override the lightmap resolution defined in the static mesh.

[edit] ForcedLodModel

Type: int

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

[edit] OverriddenLightMapRes

Type: int

Modifiers: const

Light map resolution used if bOverrideLightMapRes is TRUE

Default value: 64

[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] bForceStaticDecals

Type: bool

Modifiers: const, transient

if True then decals will always use the fast path and will be treated as static wrt this mesh

[edit] bOverrideLightMapResolution

Type: bool

Modifiers: deprecated, const

Deprecated. Replaced by 'bOverrideLightMapRes'.

Default value: True

[edit] IrrelevantLights

Type: array<Object.Guid>

Modifiers: const


[edit] LODData

Type: array<StaticMeshComponentLODInfo>

Modifiers: native, serializetext, private, const

Static mesh LOD data. Contains static lighting data along with instanced mesh vertex colors.

[edit] OverriddenLightMapResolution

Type: int

Modifiers: deprecated, const

Deprecated. Replaced by 'OverriddenLightMapRes'.

[edit] PreviousLODLevel

Type: int

Previous LOD level

[edit] Default values

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

[edit] Structs

[edit] StaticMeshComponentLODInfo

array<ShadowMap2D> ShadowMaps 
array<Object> ShadowVertexBuffers 
pointer{FLightMap} LightMap 
array<Object.Color> OverrideVertexColors 
Vertex colors to use for this mesh LOD

[edit] Native functions

[edit] DisableRBCollisionWithSMC

simulated native function DisableRBCollisionWithSMC (StaticMeshComponent OtherSMC, bool bDisabled)

Disables physics collision between a specific pair of meshes.

[edit] SetForceStaticDecals

native final function SetForceStaticDecals (bool bInForceStaticDecals)

Changes the value of bForceStaticDecals.

Parameters:

  • bInForceStaticDecals - The value to assign to bForceStaticDecals.

[edit] SetStaticMesh

simulated native function bool SetStaticMesh (StaticMesh NewMesh, optional bool bForce)

Change the StaticMesh used by this instance.

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