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UE3:StaticMeshComponent (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent |
- Package:
- Engine
- Direct subclasses:
- CoverMeshComponent, MaterialEditorMeshComponent, StaticMeshEditorComponent, UTGibStaticMeshComponent
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'AdvancedLighting'[edit]
bUseSubDivisions[edit]
Type: bool
Modifiers: const
Whether to use subdivisions or just the triangle's vertices.
Default value: True
MaxSubDivisions[edit]
Type: int
Modifiers: const
Maximum number of subdivisions.
Default value: 8
MinSubDivisions[edit]
Type: int
Modifiers: const
Minimum number of subdivisions, needs to be at least 2.
Default value: 2
SubDivisionStepSize[edit]
Type: int
Modifiers: const
Subdivision step size for static vertex lighting.
Default value: 16
Property group 'StaticMeshComponent'[edit]
bIgnoreInstanceForTextureStreaming[edit]
Type: bool
Ignore this instance of this static mesh when calculating streaming information. This can be useful when doing things like applying character textures to static geometry, to avoid them using distance-based streaming.
bOverrideLightMapResolution[edit]
Type: bool
Modifiers: const
Whether to override the lightmap resolution defined in the static mesh
Default value: True
OverriddenLightMapResolution[edit]
Type: int
Modifiers: const
Light map resolution used if bOverrideLightMapResolution is TRUE
StaticMesh[edit]
Type: StaticMesh
Modifiers: const
WireframeColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 0 |
Internal variables[edit]
ForcedLodModel[edit]
Type: int
if 0, auto-select LOD level. if >0, force to (ForcedLodModel-1)
IrrelevantLights[edit]
Type: array<Object.Guid>
Modifiers: const
LODData[edit]
Type: array<StaticMeshComponentLODInfo>
Modifiers: native, private, const
PreviousLODLevel[edit]
Type: int
Previous LOD level
Default values[edit]
Property | Value |
---|---|
bAcceptsDecals | True |
BlockActors | True |
BlockNonZeroExtent | True |
BlockRigidBody | True |
BlockZeroExtent | True |
bUsePrecomputedShadows | True |
CollideActors | True |
TickGroup | TG_PreAsyncWork |
Structs[edit]
StaticMeshComponentLODInfo[edit]
- array<ShadowMap2D> ShadowMaps
- array<Object> ShadowVertexBuffers
- pointer{FLightMap} LightMap
Native functions[edit]
SetStaticMesh[edit]
Change the StaticMesh used by this instance.