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UE3:PrimitiveComponent properties (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Collision'
- 1.2 Property group 'Lighting'
- 1.2.1 bAcceptsDynamicDominantLightShadows
- 1.2.2 bAcceptsDynamicLights
- 1.2.3 bAcceptsLights
- 1.2.4 bAllowAmbientOcclusion
- 1.2.5 bCastDynamicShadow
- 1.2.6 bCastHiddenShadow
- 1.2.7 bCullModulatedShadowOnBackfaces
- 1.2.8 bCullModulatedShadowOnEmissive
- 1.2.9 bForceDirectLightMap
- 1.2.10 bSelfShadowOnly
- 1.2.11 bUsePrecomputedShadows
- 1.2.12 CastShadow
- 1.2.13 LightingChannels
- 1.3 Property group 'Physics'
- 1.4 Property group 'PrimitiveComponent'
- 1.5 Property group 'Rendering'
- 1.5.1 bAcceptsDynamicDecals
- 1.5.2 bAcceptsFoliage
- 1.5.3 bAcceptsStaticDecals
- 1.5.4 bAllowApproximateOcclusion
- 1.5.5 bAllowCullDistanceVolume
- 1.5.6 bForceMipStreaming
- 1.5.7 bIgnoreOwnerHidden
- 1.5.8 bOnlyOwnerSee
- 1.5.9 bOwnerNoSee
- 1.5.10 CachedMaxDrawDistance
- 1.5.11 DepthPriorityGroup
- 1.5.12 DetailMode
- 1.5.13 HiddenEditor
- 1.5.14 HiddenGame
- 1.5.15 MassiveLODDistance
- 1.5.16 MaxDrawDistance
- 1.5.17 MinDrawDistance
- 1.5.18 MotionBlurScale
- 1.5.19 ReplacementPrimitive
- 1.5.20 TranslucencySortPriority
- 1.6 Internal variables
- 1.6.1 AlwaysCheckCollision
- 1.6.2 AlwaysLoadOnClient
- 1.6.3 AlwaysLoadOnServer
- 1.6.4 bAcceptsDecals
- 1.6.5 bAcceptsDecalsDuringGameplay
- 1.6.6 bAllowDecalAutomaticReAttach
- 1.6.7 bFirstFrameOcclusion
- 1.6.8 bHasExplicitShadowParent
- 1.6.9 bIgnoreNearPlaneIntersection
- 1.6.10 bIsRefreshingDecals
- 1.6.11 BlockActors
- 1.6.12 BlockNonZeroExtent
- 1.6.13 BlockZeroExtent
- 1.6.14 BodyInstance
- 1.6.15 Bounds
- 1.6.16 bSelectable
- 1.6.17 bUseAsOccluder
- 1.6.18 bUseViewOwnerDepthPriorityGroup
- 1.6.19 bWasSNFiltered
- 1.6.20 CachedCullDistance
- 1.6.21 CachedParentToWorld
- 1.6.22 CollideActors
- 1.6.23 CullDistance
- 1.6.24 DecalList
- 1.6.25 DecalsToReattach
- 1.6.26 DetachFence
- 1.6.27 FogVolumeComponent
- 1.6.28 LastRenderTime
- 1.6.29 LastSubmitTime
- 1.6.30 LightEnvironment
- 1.6.31 LocalToWorld
- 1.6.32 LocalToWorldDeterminant
- 1.6.33 MotionBlurInfoIndex
- 1.6.34 OctreeNodes
- 1.6.35 PreviousLightEnvironment
- 1.6.36 SceneInfo
- 1.6.37 ScriptRigidBodyCollisionThreshold
- 1.6.38 ShadowParent
- 1.6.39 Tag
- 1.6.40 ViewOwnerDepthPriorityGroup
- PrimitiveComponent properties in other games:
- UT3
- Other member categories for this class:
- native functions
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. |
Properties
Property group 'Collision'
BlockRigidBody
Type: bool
Modifiers: const
CanBlockCamera
Type: bool
Modifiers: const
TRUE if this primitive is eligible to block camera traces, FALSE if the camera should ignore it.
Default value: True
RBChannel
Type: ERBCollisionChannel
Modifiers: const
Enum indicating what type of object this should be considered for rigid body collision.
RBCollideWithChannels
Type: RBCollisionChannelContainer
Modifiers: const
Types of objects that this physics objects will collide with.
Property group 'Lighting'
bAcceptsDynamicDominantLightShadows
Type: bool
Optimization for objects which don't need to receive dominant light shadows. This is useful for objects which eat up a lot of GPU time and are heavily texture bound yet never receive noticeable shadows from dominant lights like trees.
Default value: True
bAcceptsDynamicLights
Type: bool
Modifiers: const
Whether this primitives accepts dynamic lights
controls whether the object should be affected by dynamic lights.
Default value: True
bAcceptsLights
Type: bool
Modifiers: const
Does this primitive accept lights?
controls whether the primitive accepts any lights. Should be set to FALSE for e.g. unlit objects as its a nice optimization - especially for larger objects.
bAllowAmbientOcclusion
Type: bool
Controls whether ambient occlusion should be allowed on or from this primitive, only has an effect on movable primitives. Note that setting this flag to FALSE will negatively impact performance.
Default value: True
bCastDynamicShadow
Type: bool
If false, primitive does not cast dynamic shadows.
controls whether the primitive should cast shadows in the case of non precomputed shadowing like e.g. the primitive being in between a light and a dynamic object. This flag is only used if CastShadow is TRUE. Currently dynamic primitives will not receive shadows from static objects unless both this flag and CastShadow are enabled.
Default value: True
bCastHiddenShadow
Type: bool
If TRUE, the primitive will cast shadows even if bHidden is TRUE.
Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is TRUE.
bCullModulatedShadowOnBackfaces
Type: bool
If TRUE, the primitive backfaces won't allow for modulated shadows to be cast on them. If FALSE, could help performance since the mesh doesn't have to be drawn again to cull the backface shadows
bCullModulatedShadowOnEmissive
Type: bool
If TRUE, the emissive areas of the primitive won't allow for modulated shadows to be cast on them. If FALSE, could help performance since the mesh doesn't have to be drawn again to cull the emissive areas in shadow
bForceDirectLightMap
Type: bool
Modifiers: const
If true, forces all static lights to use light-maps for direct lighting on this primitive, regardless of the light's UseDirectLightMap property.
forces the use of lightmaps for all static lights affecting this primitive even though the light might not be set to use light maps. This means that the primitive will not receive any shadows from dynamic objects obstructing static lights. It will correctly shadow in the case of dynamic lights
bSelfShadowOnly
Type: bool
If true, the primitive will only shadow itself and will not cast a shadow on other primitives. This can be used as an optimization when the shadow on other primitives won't be noticeable.
bUsePrecomputedShadows
Type: bool
Modifiers: const
Whether the primitive supports/ allows static shadowing
CastShadow
Type: bool
Whether to cast any shadows or not
controls whether the primitive component should cast a shadow or not. Currently dynamic primitives will not receive shadows from static objects unless both this flag and bCastDynamicSahdow are enabled.
LightingChannels
Type: LightComponent.LightingChannelContainer
Modifiers: const
Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared
Property group 'Physics'
bDisableAllRigidBody
Type: bool
Modifiers: const
Never create any physics engine representation for this body.
bFluidDrain
Type: bool
Modifiers: const
Whether this object should act as a 'drain' for fluid, and destroy fluid particles when they contact it.
bFluidTwoWay
Type: bool
Modifiers: const
Indicates that fluid interaction with this object should be 'two-way' - that is, force should be applied to both fluid and object.
bIgnoreForceField
Type: bool
Will ignore force field applied to this component.
bIgnoreRadialForce
Type: bool
Will ignore radial forces applied to this component.
bIgnoreRadialImpulse
Type: bool
Will ignore radial impulses applied to this component.
bNotifyRigidBodyCollision
Type: bool
Modifiers: const
Flag that indicates if OnRigidBodyCollision function should be called for physics collisions involving this PrimitiveComponent.
bSkipRBGeomCreation
Type: bool
Modifiers: const
When creating rigid body, will skip normal geometry creation step, and will rely on ModifyNxActorDesc to fill in geometry.
bUseCompartment
Type: bool
Modifiers: const
Place into a NxCompartment that will run in parallel with the primary scene's physics with potentially different simulation parameters.
If double buffering is enabled in the WorldInfo then physics will run in parallel with the entire game for this component.
PhysMaterialOverride
Type: PhysicalMaterial
Modifiers: const
Allows you to override the PhysicalMaterial to use for this PrimitiveComponent.
RBDominanceGroup
Type: byte
Used for creating one-way physics interactions (via constraints or contacts) Groups with lower RBDominanceGroup push around higher values in a 'one way' fashion. Must be <32.
Default value: 15
Property group 'PrimitiveComponent'
AbsoluteRotation
Type: bool
Modifiers: const
AbsoluteScale
Type: bool
Modifiers: const
AbsoluteTranslation
Type: bool
Modifiers: const
bAllowShadowFade
Type: bool
Determines whether or not we allow shadowing fading. Some objects (especially in cinematics) having the shadow fade/pop out looks really bad. *
bIgnoreHiddenActorsMembership
Type: bool
Fixme: JF, Hack for gears ship to allow certain components to render even if the parent actor is part of the camera's HiddenActors array. Potentially worth cleaning up and integrating back to mainline, but I'm not really caring about that right now. :)
Rotation
Type: Object.Rotator
Modifiers: const
Scale
Type: float
Modifiers: const
Default value: 1.0
Scale3D
Type: Object.Vector
Modifiers: const
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
Translation
Type: Object.Vector
Modifiers: const
Property group 'Rendering'
bAcceptsDynamicDecals
Type: bool
Modifiers: const
If TRUE, this primitive accepts dynamic decals spawned during gameplay.
Default value: True
bAcceptsFoliage
Type: bool
Modifiers: const
If TRUE, this primitive accepts foliage.
Default value: True
bAcceptsStaticDecals
Type: bool
Modifiers: const
If TRUE, this primitive accepts static level placed decals in the editor.
bAllowApproximateOcclusion
Type: bool
If this is True, this component doesn't need exact occlusion info.
bAllowCullDistanceVolume
Type: bool
Modifiers: const
Whether to accept cull distance volumes to modify cached cull distance.
Default value: True
bForceMipStreaming
Type: bool
Modifiers: const
If TRUE, forces mips for textures used by this component to be resident when this component's level is loaded.
bIgnoreOwnerHidden
Type: bool
Modifiers: const
If true, bHidden on the Owner of this component will be ignored.
bOnlyOwnerSee
Type: bool
Modifiers: const
If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.
bOwnerNoSee
Type: bool
Modifiers: const
If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.
CachedMaxDrawDistance
Type: float
Modifiers: editconst
The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.
DepthPriorityGroup
Type: Scene.ESceneDepthPriorityGroup
Modifiers: const
The scene depth priority group to draw the primitive in.
Default value: SDPG_World
DetailMode
Type: Scene.EDetailMode
Modifiers: const
If detail mode is >= system detail mode, primitive won't be rendered.
HiddenEditor
Type: bool
Modifiers: const
HiddenGame
Type: bool
Modifiers: const
MassiveLODDistance
Type: float
The distance at which the renderer will switch from parent (low LOD) to children (high LOD). This is basically the same as MinDrawDistance, except that the low LOD will draw even up close, if there are no children. This is needed so the high lod meshes can be in a streamable sublevel, and if streamed out, the low LOD will draw up close.
MaxDrawDistance
Type: float
Modifiers: const, private, noexport
Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object. This is renamed to LDMaxDrawDistance in c++
MinDrawDistance
Type: float
The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position.
MotionBlurScale
Type: float
Scalar controlling the amount of motion blur to be applied when object moves
Default value: 1.0
ReplacementPrimitive
Type: PrimitiveComponent
Modifiers: crosslevelpassive
Replacement primitive to draw instead of this one (multiple UPrim's will point to the same Replacement)
TranslucencySortPriority
Type: int
Translucent objects with a lower sort priority draw before objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin.
Ignored if the object is not translucent. The default priority is zero.
Internal variables
AlwaysCheckCollision
Type: bool
Modifiers: const
when this is on, this primitive component get collision tests even if it isn't the actor's collision component
AlwaysLoadOnClient
Type: bool
Modifiers: private, const
If this is True, this component must always be loaded on clients, even if HiddenGame && !CollideActors.
Default value: True
AlwaysLoadOnServer
Type: bool
Modifiers: private, const
If this is True, this component must always be loaded on servers, even if !CollideActors.
Default value: True
bAcceptsDecals
Type: bool
Modifiers: deprecated, const
replaced with bAcceptsStaticDecals,bAcceptsDynamicDecals Deprecated April 2008
bAcceptsDecalsDuringGameplay
Type: bool
Modifiers: deprecated, const
Default value: True
bAllowDecalAutomaticReAttach
Type: bool
Modifiers: native, transient
bFirstFrameOcclusion
Type: bool
If this is True, this component will return 0.0f as their occlusion when first rendered.
bHasExplicitShadowParent
Type: bool
Modifiers: private, transient, const
TRUE if ShadowParent was set through SetShadowParent, FALSE if ShadowParent is set automatically based on Owner->bShadowParented.
bIgnoreNearPlaneIntersection
Type: bool
If True, this component will still be queried for occlusion even when it intersects the near plane.
bIsRefreshingDecals
Type: bool
Modifiers: native, transient, const
BlockActors
Type: bool
Modifiers: const
BlockNonZeroExtent
Type: bool
Modifiers: const
BlockZeroExtent
Type: bool
Modifiers: const
BodyInstance
Type: RB_BodyInstance
Modifiers: duplicatetransient, const, native
Bounds
Type: Object.BoxSphereBounds
Modifiers: const, native, transient
bSelectable
Type: bool
If this is True, this component can be selected in the editor.
Default value: True
bUseAsOccluder
Type: bool
Whether to render the primitive in the depth only pass. Setting this to FALSE will cause artifacts with dominant light shadows and potentially large performance loss, So it should be TRUE on all lit objects, setting it to FALSE is mostly only useful for debugging.
bUseViewOwnerDepthPriorityGroup
Type: bool
Modifiers: const
True if the primitive should be rendered using ViewOwnerDepthPriorityGroup if viewed by its owner.
bWasSNFiltered
Type: bool
Modifiers: const, native, transient
CachedCullDistance
Type: float
Modifiers: editconst, deprecated
Legacy, renamed to CachedMaxDrawDistance deprecated june 2008
CachedParentToWorld
Type: Object.Matrix
Modifiers: native, transient, const
Todo: please remove me if possible
CollideActors
Type: bool
Modifiers: const
CullDistance
Type: float
Modifiers: const, private, deprecated, noexport
Legacy, renamed to MaxDrawDistance deprecated june 2008
DecalList
Type: array<pointer{class FDecalInteraction}>
Modifiers: native, private, noimport, const
Current list of active decals attached to the primitive
DecalsToReattach
Type: array<DecalComponent>
Modifiers: private, transient, const
Decals that are detached from the primitive and need to be reattached
DetachFence
Type: int
Modifiers: private, native, const
A fence to track when the primitive is detached from the scene in the rendering thread.
FogVolumeComponent
Type: FogVolumeDensityComponent
Modifiers: const, transient
Keeps track of which fog component this primitive is using.
LastRenderTime
Type: float
Modifiers: transient
The value of WorldInfo->TimeSeconds for the frame when this actor was last rendered. This is written from the render thread, which is up to a frame behind the game thread, so you should allow this time to be at least a frame behind the game thread's world time before you consider the actor non-visible. There's an equivalent variable in PrimitiveComponent.
LastSubmitTime
Type: float
Modifiers: const, transient
Last time the component was submitted for rendering (called FScene::AddPrimitive).
LightEnvironment
Type: LightEnvironmentComponent
Modifiers: const
The lighting environment to take the primitive's lighting from.
LocalToWorld
Type: Object.Matrix
Modifiers: native, transient, const
LocalToWorldDeterminant
Type: float
Modifiers: native, transient, const
MotionBlurInfoIndex
Type: int
Modifiers: native, transient, const
The index for the primitive component in the MotionBlurInfo array of the scene. Render-thread usage only. This assumes that there is only one scene that requires motion blur, as there is only a single index... If the application requires a primitive component to exist in multiple scenes and have motion blur in each of them, this can be changed into a mapping of the scene pointer to the index. (Associated functions would have to be updated as well...)
OctreeNodes
Modifiers: const, native, transient
PreviousLightEnvironment
Type: LightEnvironmentComponent
Modifiers: transient, private, const
Stores the previous light environment if SetLightEnvironment is called while the primitive is attached, so that Detach can notify the previous light environment correctly.
SceneInfo
Type: pointer{FPrimitiveSceneInfo}
Modifiers: private, native, transient, const
The primitive's scene info.
ScriptRigidBodyCollisionThreshold
Type: float
if > 0, the script RigidBodyCollision() event will be called on our Owner when a physics collision involving this PrimitiveComponent occurs and the relative velocity is greater than or equal to this
ShadowParent
Type: PrimitiveComponent
Modifiers: const
Tag
Type: int
Modifiers: const, native, transient
ViewOwnerDepthPriorityGroup
Type: Scene.ESceneDepthPriorityGroup
Modifiers: const
The scene depth priority group to draw the primitive in, if it's being viewed by its owner.