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UE3:StaticMeshComponent (UT3)

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UT3 Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent
Package: 
Engine
Direct subclasses:
CoverMeshComponent, MaterialEditorMeshComponent, StaticMeshEditorComponent, UTGibStaticMeshComponent
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'AdvancedLighting'

bUseSubDivisions

Type: bool

Modifiers: const

Whether to use subdivisions or just the triangle's vertices.

Default value: True

MaxSubDivisions

Type: int

Modifiers: const

Maximum number of subdivisions.

Default value: 8

MinSubDivisions

Type: int

Modifiers: const

Minimum number of subdivisions, needs to be at least 2.

Default value: 2

SubDivisionStepSize

Type: int

Modifiers: const

Subdivision step size for static vertex lighting.

Default value: 16

Property group 'StaticMeshComponent'

bIgnoreInstanceForTextureStreaming

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

Type: bool

Modifiers: const

Whether to override the lightmap resolution defined in the static mesh

Default value: True

OverriddenLightMapResolution

Type: int

Modifiers: const

Light map resolution used if bOverrideLightMapResolution is TRUE

StaticMesh

Type: StaticMesh

Modifiers: const


WireframeColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 0

Internal variables

ForcedLodModel

Type: int

if 0, auto-select LOD level. if >0, force to (ForcedLodModel-1)

IrrelevantLights

Type: array<Object.Guid>

Modifiers: const


LODData

Type: array<StaticMeshComponentLODInfo>

Modifiers: native, private, const


PreviousLODLevel

Type: int

Previous LOD level

Default values

Property Value
bAcceptsDecals True
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bUsePrecomputedShadows True
CollideActors True
TickGroup TG_PreAsyncWork

Structs

StaticMeshComponentLODInfo

array<ShadowMap2D> ShadowMaps 
array<Object> ShadowVertexBuffers 
pointer{FLightMap} LightMap 

Native functions

SetStaticMesh

simulated native final function SetStaticMesh (StaticMesh NewMesh)

Change the StaticMesh used by this instance.