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This page contains a reference listing of properties available on Blueprint Spline Mesh Components . The properties displayed will be slightly different if the Blueprint Spline Mesh Component is selected in the Blueprint Editor , is a Root Component , or if the component is selected in the Level Editor .
Properties
Transform
Property |
Description |
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Location |
The location of the Actor or Component in World Space or Relative to its parent. |
Rotation |
The rotation of the Actor or Component in World Space or Relative to its parent. |
Scale |
The Scale of the Actor or Component in World Space or Relative to its parent. |
Sockets
Property |
Description |
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Parent Socket |
When this component is the Child of a Skeletal Mesh Component (or Static Mesh Component with a Socket ), you can specify a Socket or Joint to attach this component to. |
Static Mesh
Property |
Description |
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Static Mesh |
Specifies the Static Mesh to render for this component. |
Materials
Property |
Description |
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Element # |
Once a Static Mesh has been specified in the Static Mesh Property , a number of additional Material Properties will appear. These will be named based on the Material IDs applied to the Static Mesh . |
Spline Mesh
Property |
Description |
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Start Pos |
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Start Tangent |
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End Pos |
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End Tangent |
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Spline Up Dir |
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Forward Axis |
Advanced
Property |
Description |
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Start Scale |
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Start Roll |
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Start Offset |
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End Scale |
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End Roll |
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End Offset |
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Smooth Interp Roll Scale |
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Spline Boundary Min |
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Spline Boundary Max |
Spline
Property |
Description |
---|---|
Allow Spline Editing Per Instance |
Physics
Physics
Property |
Description |
---|---|
Mass in KG |
Mass of the body in KG. |
Angular Damping |
'Drag' force added to reduce angular movement |
Linear Damping |
'Drag' force added to reduce linear movement |
Enable Gravity |
If object should have the force of gravity applied |
Double Sided Geometry |
If enabled, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides. |
Simple Collision Physical Material |
Physical material to use for simple collision on this body. Encodes information about density, friction, and so on. |
Physics Type |
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Advanced
Property |
Description |
---|---|
Start Awake |
If object should start awake, or if it should initially be sleeping |
Center Of Mass Offset |
User specified offset for the center of mass of this object, from the calculated location |
Mass Scale |
Per-instance scaling of mass |
Max Angular Velocity |
The maximum angular velocity for this instance |
Sleep Family |
The set of values used in considering when to put this body to sleep. Normal, Sensitive, Custom |
Position Solver Iteration Count |
This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized. |
Velocity Solver Iteration Count |
This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized. |
Inertia Tensor Scale |
Per-instance scaling of inertia (larger values mean more difficulty rotating) |
Max Depenetration Velocity |
The maximum velocity used to depenetrate this object |
Override Walkable Slope on Instance |
Whether this instance of the object has its own custom walkable slope override setting. |
Walkable Slope Override |
Custom walkable slope setting for this body. See the Walkable Slope documentation for usage information. |
Walkable Slope Behavior |
Behavior of this surface (whether we affect the walkable slope). |
Walkable Slope Angle |
Override walkable slope, applying the rules of the Walkable Slope Behavior. |
Custom Sleep Threshold Multiplier |
If the Sleep Family is set to Custom , multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner. |
Stabilization Threshold Multiplier |
The stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body. |
Generate Wake Events |
Determines whether 'wake / sleep' events should fire when this object is woken up or put to sleep by the physics simulation. |
Collision
Collision
Property |
Description |
---|---|
Simulation Generates Hit Events |
Should 'Hit' events fire when this object collides during physics simulation. |
Phys Material Override |
Allows you to override the PhysicalMaterial to use for simple collision on this body. |
Collision Complexity |
Collision Trace behavior - by default, it will keep simple (convex) and complex (per-poly) separate. |
Collision Responses |
See the Collision Response Reference documentation for more information. |
Advanced
Property |
Description |
---|---|
Use CCD |
If true Continuous Collision Detection (CCD) will be used for this component |
Ignore Analytic Collisions |
If true, ignore analytic collisions and treat objects as a general implicit surface. |
Lighting
Property |
Description |
---|---|
Cast Shadow |
Advanced
Property |
Description |
---|---|
Affect Dynamic Indirect Lighting |
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Affect Distance Field Lighting |
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Cast Dynamic Shadow |
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Cast Static Shadow |
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Cast Volumetric Translucent Shadow |
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Self Shadow Only |
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Cast Far Shadow |
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Cast Inset Shadow |
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Cast Cinematic Shadow |
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Cast Hidden Shadow |
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Cast Shadow as Two Sided |
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Light as if Static |
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Light Attachments as Group |
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Indirect Lighting Cache Quality |
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Single Sample Shadow From Stationary Lights |
|
Lighting Channels |
Rendering
Property |
Description |
---|---|
Visible |
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Hidden in Game |
Advanced
Property |
Description |
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Texture Streaming |
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LOD |
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Render In Main Pass |
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Receives Decals |
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Owner No See |
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Only Owner See |
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Treat As Background for Occlusion |
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Use As Occluder |
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Render CustomDepth Pass |
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CustomDepth Stencil Value |
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Translucency Sort Priority |
Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. |
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Lpv Bias Multiplier |
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Bounds Scale |
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Use Attach Parent Bound |
Tags
Property |
Description |
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Component Tags |
Activation
Property |
Description |
---|---|
Auto Activate |
Events
Property |
Description |
---|---|
On Component Hit |
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On Component Begin Overlap |
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On Component End Overlap |
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On Component Wake |
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On Component Sleep |
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On Begin Cursor Over |
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On End Cursor Over |
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On Clicked |
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On Released |
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On Input Touch Begin |
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On Input Touch End |
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On Input Touch Enter |
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On Input Touch Leave |
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Physics Volume Changed |
Delegate that will be called when PhysicsVolume has been changed. |
Mobile
Property |
Description |
---|---|
Receive Combined Static and CSM Shadows from Stationary Lights |