Gah - a solution with more questions. – EntropicLqd
UE3:PrimitiveComponent properties (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Collision'
- 1.2 Property group 'Lighting'
- 1.3 Property group 'Physics'
- 1.4 Property group 'PrimitiveComponent'
- 1.5 Property group 'Rendering'
- 1.5.1 bAcceptsDecals
- 1.5.2 bAcceptsDecalsDuringGameplay
- 1.5.3 bAcceptsFoliage
- 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 bUseAsOccluder
- 1.5.11 CachedCullDistance
- 1.5.12 CullDistance
- 1.5.13 DepthPriorityGroup
- 1.5.14 DetailMode
- 1.5.15 HiddenEditor
- 1.5.16 HiddenGame
- 1.5.17 MotionBlurScale
- 1.5.18 TranslucencySortPriority
- 1.6 Internal variables
- 1.6.1 AlwaysLoadOnClient
- 1.6.2 AlwaysLoadOnServer
- 1.6.3 bIsRefreshingDecals
- 1.6.4 BlockActors
- 1.6.5 BlockNonZeroExtent
- 1.6.6 BlockZeroExtent
- 1.6.7 BodyInstance
- 1.6.8 Bounds
- 1.6.9 bUseViewOwnerDepthPriorityGroup
- 1.6.10 bWasSNFiltered
- 1.6.11 CachedParentToWorld
- 1.6.12 CollideActors
- 1.6.13 DecalList
- 1.6.14 DetachFence
- 1.6.15 FogVolumeComponent
- 1.6.16 LastRenderTime
- 1.6.17 LastSubmitTime
- 1.6.18 LightEnvironment
- 1.6.19 LocalToWorld
- 1.6.20 LocalToWorldDeterminant
- 1.6.21 MotionBlurInfoIndex
- 1.6.22 OctreeNodes
- 1.6.23 RigidBodyIgnorePawns
- 1.6.24 SceneInfo
- 1.6.25 ScriptRigidBodyCollisionThreshold
- 1.6.26 ShadowParent
- 1.6.27 Tag
- 1.6.28 ViewOwnerDepthPriorityGroup
- PrimitiveComponent properties in other games:
- UDK
- Other member categories for this class:
- native functions
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Properties
Property group 'Collision'
BlockRigidBody
Type: bool
Modifiers: const
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'
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.
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.
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
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.
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
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 |
---|---|
000000,Y | |
000000,Z | |
X | 1.0 |
Translation
Type: Object.Vector
Modifiers: const
Property group 'Rendering'
bAcceptsDecals
Type: bool
Modifiers: const
If TRUE, this primitive accepts decals.
bAcceptsDecalsDuringGameplay
Type: bool
Modifiers: const
If TRUE, this primitive accepts decals spawned during gameplay. Effectively FALSE if bAcceptsDecals is FALSE.
Default value: True
bAcceptsFoliage
Type: bool
Modifiers: const
If TRUE, this primitive accepts foliage.
Default value: True
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.
bUseAsOccluder
Type: bool
If this is True, this primitive will be used to occlusion cull other primitives.
CachedCullDistance
Type: float
Modifiers: editconst
The distance to cull this primitive at. A CullDistance of 0 indicates that the primitive should not be culled by distance. The distance calculation uses the center of the primitive's bounding sphere.
CullDistance
Type: float
Modifiers: const, private, noexport
Cull distance exposed to LDs. The real cull distance is the min (disregarding 0) of this and volumes affecting this object.
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
MotionBlurScale
Type: float
Scalar controlling the amount of motion blur to be applied when object moves
Default value: 1.0
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
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
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: const, native
Bounds
Type: Object.BoxSphereBounds
Modifiers: const, native, transient
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
CachedParentToWorld
Type: Object.Matrix
Modifiers: native, transient, const
Todo: please remove me if possible
CollideActors
Type: bool
Modifiers: const
DecalList
Type: array<pointer{class FDecalInteraction}>
Modifiers: native, private, noimport, const
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
RigidBodyIgnorePawns
Type: bool
Modifiers: const
DEPRECATED! Use RBChannel/RBCollideWithChannels instead now
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.