My program doesn't have bugs. It just develops random features.
UE2:MeshEditProps (UE2Runtime)
Object >> MeshObject >> MeshEditProps |
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Object to facilitate properties editing Animation / Mesh editor object to expose/shuttle only selected editable parameters from UMeshAnim/ UMesh objects back and forth in the editor.
Properties
Property group 'Animation'
DefaultAnimation
Type: MeshAnimation
Property group 'Attach'
ApplyNewSockets
Type: bool
Explicit switch to apply changes
ContinuousUpdate
Type: bool
Continuous updating (to adjust socket angles interactively)
Sockets
Type: array<AttachSocket>
Sockets, with or without adjustment coordinates / bone aliases.
Property group 'Collision'
CollisionBoxes
Type: array<MEPBonePrimBox>
Array of boxes linked to bones
CollisionSpheres
Type: array<MEPBonePrimSphere>
Array of spheres linked to bones
TestCollisionHeight
Type: float
Half-height cyllinder.
TestCollisionRadius
Type: float
Radius of collision cyllinder.
Property group 'Impostor'
bImpostorPresent
Type: bool
ImpColor
Type: Object.Color
Impostor base coloration.
ImpDrawMode
Type: MeshObject.EImpDrawMode
Default value: IDM_Normal
ImpLightMode
Type: MeshObject.EImpLightMode
Default value: ILM_Unlit
ImpSpaceMode
Type: MeshObject.EImpSpaceMode
Default value: ISM_PivotVertical
RelativeLocation
Type: Object.Vector
RelativeRotation
Type: Object.Rotator
Scale3D
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
SpriteMaterial
Type: Material
Property group 'LOD'
LOD_Strength
Type: float
LODLevels
SkinTesselationFactor
Type: float
Default value: 1.0
Property group 'Mesh'
MaxVisBound
Type: Object.Vector
MinVisBound
Type: Object.Vector
Rotation
Type: Object.Rotator
Default value:
Member | Value |
---|---|
Pitch | 0 |
Roll | 0 |
Yaw | 0 |
Scale
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
Translation
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 0.0 |
VisSphereCenter
Type: Object.Vector
VisSphereRadius
Type: float
Property group 'Redigest'
LODStyle
Type: int
Make drop-down box w. styles...
Property group 'Skin'
Material
Internal variables
WBrowserAnimationPtr
Type: int
Modifiers: const
Structs
AttachSocket
Modifiers: native
- Object.Vector A_Translation
- Object.Rotator A_Rotation
- name AttachAlias
- name BoneName
- float Test_Scale
- Mesh TestMesh
- StaticMesh TestStaticMesh
FSectionDigest
Modifiers: native
- MeshObject.EMeshSectionMethod MeshSectionMethod
- int MaxRigidParts
- int MinPartFaces
- float MeldSize
LODLevel
Modifiers: native
- float DistanceFactor
- float ReductionFactor
- float Hysteresis
- int MaxInfluences
- bool RedigestSwitch
- FSectionDigest Rigidize
MEPBonePrimBox
Modifiers: native
- name BoneName
- Object.Vector Offset
- Object.Vector Radii
MEPBonePrimSphere
Modifiers: native
- name BoneName
- Object.Vector Offset
- float Radius