Always snap to grid
UE3:FracturedSkinnedMeshComponent (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent >> FracturedBaseComponent >> FracturedSkinnedMeshComponent |
- Package:
- Engine
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
FracturedSkinnedMeshComponent.uc - Uses skinning to draw detached parts with as few sections as possible.
Properties
bBecameVisible
Type: bool
Modifiers: protected, transient, const
bFragmentTransformsChanged
Type: bool
Modifiers: protected, transient, const
TRUE if fragment transforms have changed and the GPU should be refreshed
ComponentSkinResources
Type: pointer{class FFracturedSkinResources}
Modifiers: protected, const, native, transient
DependentComponents
Type: array<FracturedStaticMeshComponent>
Modifiers: protected, transient, const
FragmentTransforms
Type: array<AnimNode.BoneTransform>
Modifiers: protected, transient, const
Default values
Property | Value |
---|---|
bAcceptsDynamicDecals | False |
bAcceptsFoliage | False |
bAllowApproximateOcclusion | True |
bAllowCullDistanceVolume | False |
bCastDynamicShadow | False |
bInitialVisibilityValue | False |
BlockActors | False |
BlockNonZeroExtent | False |
BlockRigidBody | False |
BlockZeroExtent | False |
bOverrideLightMapResolution | False |
CastShadow | False |
CollideActors | False |