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UE3:SplineMeshComponent (UDK)
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Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent >> SplineMeshComponent |
- Package:
- Engine
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Properties[edit]
bSmoothInterpRollScale[edit]
Type: bool
If TRUE, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline. If FALSE, uses linear
SplineParams[edit]
Type: SplineMeshParams
Spline that is used to deform mesh
SplineXDir[edit]
Type: Object.Vector
Axis (in component space) that is used to determine X axis for co-ordinates along spline
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 0.0 |
Z | 0.0 |
Default values[edit]
Property | Value |
---|---|
bUseAsOccluder | False |
bUsePrecomputedShadows | True |
Structs[edit]
SplineMeshParams[edit]
Modifiers: native
Structure that holds info about spline, passed to renderer to deform StaticMesh. Also used by Lightmass, so be sure to update Lightmass::FSplineMeshParams and the static lighting code if this changes!
- Object.Vector StartPos
- Start location of spline, in component space
- Object.Vector StartTangent
- Start tangent of spline, in component space
- Object.Vector2D StartScale
- X and Y scale applied to mesh at start of spline
- float StartRoll
- Roll around spline applied at start
- Object.Vector2D StartOffset
- Starting offset of the mesh from the spline, in component space
- Object.Vector EndPos
- End location of spline, in component space
- Object.Vector EndTangent
- End tangent of spline, in component space
- Object.Vector2D EndScale
- X and Y scale applied to mesh at end of spline
- float EndRoll
- Roll around spline applied at end
- Object.Vector2D EndOffset
- Ending offset of the mesh from the spline, in component space