Cogito, ergo sum

UE3:StaticMeshComponent (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent
Package: 
Engine
Direct subclasses:
CoverMeshComponent, FracturedBaseComponent, InstancedStaticMeshComponent, MaterialEditorMeshComponent, SplineMeshComponent, UTGibStaticMeshComponent, InteractiveFoliageComponent
This class in other games:
UT3


Properties[edit]

Property group 'AdvancedLighting'[edit]

bUseSubDivisions[edit]

Type: bool

Modifiers: const

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

Default value: True

SubDivisionStepSize[edit]

Type: int

Modifiers: const

Subdivision step size for static vertex lighting.

Default value: 32

Property group 'Lightmass'[edit]

LightmassSettings[edit]

Type: EngineTypes.LightmassPrimitiveSettings

The Lightmass settings for this object.

Default value:

Member Value
DiffuseBoost 1.0
EmissiveBoost 1.0
EmissiveLightFalloffExponent 2.0
FullyOccludedSamplesFraction 1.0
SpecularBoost 1.0

Property group 'StaticMeshComponent'[edit]

bIgnoreInstanceForTextureStreaming[edit]

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.

bOverrideLightMapRes[edit]

Type: bool

Modifiers: const

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

ForcedLodModel[edit]

Type: int

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

OverriddenLightMapRes[edit]

Type: int

Modifiers: const

Light map resolution used if bOverrideLightMapRes is TRUE

Default value: 64

StaticMesh[edit]

Type: StaticMesh

Modifiers: const


WireframeColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 0

Internal variables[edit]

bForceStaticDecals[edit]

Type: bool

Modifiers: const, transient

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

bOverrideLightMapResolution[edit]

Type: bool

Modifiers: deprecated, const

Deprecated. Replaced by 'bOverrideLightMapRes'.

Default value: True

IrrelevantLights[edit]

Type: array<Object.Guid>

Modifiers: const


LODData[edit]

Type: array<StaticMeshComponentLODInfo>

Modifiers: native, serializetext, private, const

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

OverriddenLightMapResolution[edit]

Type: int

Modifiers: deprecated, const

Deprecated. Replaced by 'OverriddenLightMapRes'.

PreviousLODLevel[edit]

Type: int

Previous LOD level

Default values[edit]

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

Structs[edit]

StaticMeshComponentLODInfo[edit]

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

Native functions[edit]

DisableRBCollisionWithSMC[edit]

simulated native function DisableRBCollisionWithSMC (StaticMeshComponent OtherSMC, bool bDisabled)

Disables physics collision between a specific pair of meshes.

SetForceStaticDecals[edit]

native final function SetForceStaticDecals (bool bInForceStaticDecals)

Changes the value of bForceStaticDecals.

Parameters:

  • bInForceStaticDecals - The value to assign to bForceStaticDecals.

SetStaticMesh[edit]

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

Change the StaticMesh used by this instance.