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Blueprint Spline Mesh Components (블루프린트 스플라인 메시 컴포넌트)에서 사용할 수 있는 프로퍼티 레퍼런스입니다. 표시되는 프로퍼티는 블루프린트 에디터 에 선택된 블루프린트 스플라인 메시 컴포넌트 가 루트 컴포넌트 냐, 레벨 에디터 에 선택된 컴포넌트냐에 따라 조금씩 달라집니다.
프로퍼티
Transform
프로퍼티 |
설명 |
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Location |
위치 - 액터 또는 컴포넌트 의 위치로, World Space (월드 스페이스) 또는 그 부모를 기준으로 한 Relative (상대) 위치입니다. |
Rotation |
회전 - 액터 또는 컴포넌트 의 회전으로, World Space (월드 스페이스) 또는 그 부모를 기준으로 한 Relative (상대) 회전입니다. |
Scale |
스케일 - 액터 또는 컴포넌트 의 스케일로, World Space (월드 스페이스) 또는 그 부모를 기준으로 한 Relative (상대) 스케일입니다. |
Sockets
프로퍼티 |
설명 |
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Parent Socket |
부모 소켓 - 이 컴포넌트가 스켈레탈 메시 컴포넌트 (또는 소켓 이 있는 스태틱 메시 컴포넌트 ) 의 자손 인지 여부입니다. 이 컴포넌트에 붙일 소켓 또는 조인트 를 지정할 수 있습니다. |
Static Mesh
프로퍼티 |
설명 |
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Static Mesh |
스태틱 메시 - 이 컴포넌트에 스태틱 메시 를 렌더링할지 결정합니다. |
머티리얼
프로퍼티 |
설명 |
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Element # |
엘리먼트 # - 스태틱 메시 프로퍼티 에 스태틱 메시 가 지정되면, 다수의 머티리얼 프로퍼티 가 추가로 나타납니다. 그 이름은 스태틱 메시 에 적용된 Material IDs 에 따라 달라집니다. |
Spline Mesh
프로퍼티 |
설명 |
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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 |
고급
프로퍼티 |
설명 |
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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
프로퍼티 |
설명 |
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Allow Spline Editing Per Instance |
Physics
Physics
Property |
Description |
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Simulate Physics |
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. |
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Mass in KG |
Mass of the body in KG. |
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Angular Damping |
'Drag' force added to reduce angular movement |
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Linear Damping |
'Drag' force added to reduce linear movement |
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Enable Gravity |
If object should have the force of gravity applied |
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Constraints |
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Lock Position |
When a Locked Axis Mode is selected, will lock translation on the specified axis
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Lock Rotation |
When a Locked Axis Mode is selected, will lock rotation to the specified axis
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Mode |
Locks physical movement along specified axis.
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Advanced
Property |
Description |
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Auto Weld |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root |
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 |
Use Async Scene |
If true, this body will be put into the asynchronous physics scene. If false, it will be put into the synchronous physics scene. If the body is static, it will be placed into both scenes regardless of the value of bUseAsyncScene. |
Override Max Depenetration Velocity |
Whether this body instance has its own custom MaxDepenetrationVelocity |
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. |
Sleep Family |
The set of values used in considering when put this body to sleep. |
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. |
Should Update Physics Volume |
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume() |
Collision
Collision
Property |
Description |
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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. |
Generate Overlap Events |
If true, this component will generate overlap events when it is overlapping other components (for example, Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur. See Overlap Events in Collision . |
Collision Responses |
See the Collision Response Reference documentation for more information. |
Advanced
Property |
Description |
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Use CCD |
If true Continuous Collision Detection (CCD) will be used for this component |
Always Create Physics State |
Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers |
Multi Body Overlap |
If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components. |
Check Async Scene On Move |
If true, this component will look for collisions on both physic scenes during movement. Only required if the asynchronous physics scene is enabled and has geometry in it, and you wish to test for collisions with objects in that scene. @see MoveComponent() |
Trace Complex On Move |
If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. @see MoveComponent() |
Return Material On Move |
If true, component sweeps will return the material in their hit result. @see MoveComponent(), FHitResult |
Can Ever Affect Navigation |
Whether this component can potentially influence navigation |
Lighting
프로퍼티 |
설명 |
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Cast Shadow |
Advanced
프로퍼티 |
설명 |
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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 |
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Lighting Channels |
Rendering
프로퍼티 |
설명 |
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Visible |
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Hidden in Game |
Advanced
프로퍼티 |
설명 |
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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 |
반투명 정렬 우선순위 - 정렬 우선순위가 낮은 반투명 오브젝트는 높은 것 뒤에 그립니다. 우선순위가 같은 반투명 오브젝트는 바운드 오리진을 기준으로 뒤에서 앞으로 그립니다. |
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Lpv Bias Multiplier |
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Bounds Scale |
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Use Attach Parent Bound |
Tags
프로퍼티 |
설명 |
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Component Tags |
Activation
프로퍼티 |
설명 |
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Auto Activate |
Events
프로퍼티 |
설명 |
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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
프로퍼티 |
설명 |
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Receive Combined Static and CSM Shadows from Stationary Lights |