Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/StaticMeshComponent.h |
Include |
#include "Components/StaticMeshComponent.h" |
class UStaticMeshComponent : public UMeshComponent
StaticMeshComponent is used to create an instance of a UStaticMesh. A static mesh is a piece of geometry that consists of a static set of polygons.
Name | Description | ||
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uint8: 1 |
bCastDistanceFieldIndirectShadow |
Whether to use the mesh distance field representation (when present) for shadowing indirect lighting (from lightmaps or skylight) on Movable components. |
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uint8: 1 |
bCustomOverrideVertexColorPerLOD |
The component has some custom painting on LODs or not. |
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uint8: 1 |
bDisallowMeshPaintPerInstance |
If true, mesh painting is disallowed on this instance. |
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uint8: 1 |
bDisplayPhysicalMaterialMasks |
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uint8: 1 |
bDisplayVertexColors |
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uint8: 1 |
bDrawMeshCollisionIfComplex |
Draw mesh collision if used for complex collision |
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uint8: 1 |
bDrawMeshCollisionIfSimple |
Draw mesh collision if used for simple collision |
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uint8: 1 |
bEvaluateWorldPositionOffset |
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uint8: 1 |
bForceNavigationObstacle |
Allows overriding navigation export behavior per component: full collisions or dynamic obstacle |
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uint8: 1 |
bIgnoreInstanceForTextureStreaming |
Ignore this instance of this static mesh when calculating streaming information. |
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uint8: 1 |
bOverrideDistanceFieldSelfShadowBias |
Whether to override the DistanceFieldSelfShadowBias setting of the static mesh asset with the DistanceFieldSelfShadowBias of this component. |
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uint8: 1 |
bOverrideLightMapRes |
Whether to override the lightmap resolution defined in the static mesh. |
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uint8: 1 |
bOverrideMinLOD |
Whether to override the MinLOD setting of the static mesh asset with the MinLOD of this component. |
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uint8: 1 |
bOverrideNavigationExport |
If true, bForceNavigationObstacle flag will take priority over navigation data stored in StaticMesh |
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uint8: 1 |
bOverrideWireframeColor |
If true, WireframeColorOverride will be used. |
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uint8: 1 |
bReverseCulling |
Controls whether the static mesh component's backface culling should be reversed |
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uint8: 1 |
bUseDefaultCollision |
Use the collision profile specified in the StaticMesh asset. |
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uint8: 1 |
bUseSubDivisions |
Whether to use subdivisions or just the triangle's vertices. |
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float |
DistanceFieldIndirectShadowMinVisibility |
Controls how dark the dynamic indirect shadow can be. |
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float |
DistanceFieldSelfShadowBias |
Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices. |
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ForcedLodModel |
If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1). |
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LightmassSettings |
The Lightmass settings for this object. |
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TArray< struct ... |
LODData |
Static mesh LOD data. Contains static lighting data along with instanced mesh vertex colors. |
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MaterialIndexPreview |
Index of the material to preview. |
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MaterialStreamingRelativeBoxes |
Material Bounds used for texture streaming. |
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MinLOD |
Specifies the smallest LOD that will be used for this component. |
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OverriddenLightMapRes |
Light map resolution to use on this component, used if bOverrideLightMapRes is true and there is a valid StaticMesh. |
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SectionIndexPreview |
Index of the section to preview. |
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SelectedEditorMaterial |
The material currently selected in the Editor. Used for highlighting |
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SelectedEditorSection |
The section currently selected in the Editor. Used for highlighting |
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StaticMeshDerivedDataKey |
Derived data key of the static mesh, used to determine if an update from the source static mesh is required. |
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StaticMeshImportVersion |
The import version of the static mesh when it was assign this is update when: |
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float |
StreamingDistanceMultiplier |
Allows adjusting the desired streaming distance of streaming textures that uses UV 0. |
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StreamingTextureData |
The list of texture, bounds and scales. As computed in the texture streaming build process. |
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SubDivisionStepSize |
Subdivision step size for static vertex lighting. |
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WireframeColorOverride |
Wireframe color to use if bOverrideWireframeColor is true |
Name | Description | |
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UStaticMeshComponent ( |
Name | Description | |
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~UStaticMeshComponent() |
Name | Description | ||
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AddReferencedObjects ( |
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FStaticMeshS... |
AllocateStaticLightingMesh ( |
Allocates an implementation of FStaticLightingMesh that will handle static lighting for this component |
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ApplyComponentInstanceData ( |
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CachePaintedDataIfNecessary() |
Save off the data painted on to this mesh per LOD if necessary |
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CopyInstanceVertexColorsIfCompatible ( |
Copies instance vertex colors from the SourceComponent into this component |
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FixupOverrideColorsIfNecessary ( |
Update the vertex override colors if necessary (i.e. vertices from source mesh have changed from override colors) |
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GetBlueprintCreatedComponentIndex() |
Get this components index in its parents blueprint created components array (used for matching instance data) |
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GetEstimatedLightAndShadowMapMemoryUsage |
Returns the light and shadow map memory for this primite in its out variables. |
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GetEstimatedLightMapResolution |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. |
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GetLocalBounds |
Get Local bounds |
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const FName |
GetMemberNameChecked_StaticMesh() |
Helper function to get the FName of the private static mesh member |
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const FMeshM... |
GetMeshMapBuildData ( |
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UStaticMeshS... |
GetSocketByName ( |
Returns the named socket on the static mesh component. |
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GetStaticLightingInfo ( |
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UStaticMesh ... |
GetStaticMesh() |
Get the StaticMesh used by this instance. |
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GetTextureLightAndShadowMapMemoryUsage |
Get the memory used for texture-based light and shadow maps of the given width and height |
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float |
GetTextureStreamingTransformScale() |
Get the scale comming form the component, when computing StreamingTexture data. |
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GetWireframeColor() |
Returns the wireframe color to use for this component. |
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HasLightmapTextureCoordinates() |
Returns true if the static mesh the component uses has valid lightmap texture coordinates |
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OnRep_StaticMesh ( |
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FOnStaticMes... |
OnStaticMeshChanged() |
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ReleaseResources() |
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RemoveInstanceVertexColors() |
Removes instance vertex colors from all LODs |
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RemoveInstanceVertexColorsFromLOD ( |
Removes instance vertex colors from the specified LOD |
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RequiresOverrideVertexColorsFixup() |
Determines whether any of the component's LODs require override vertex color fixups |
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SetDistanceFieldSelfShadowBias ( |
Sets the component's DistanceFieldSelfShadowBias. |
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SetEvaluateWorldPositionOffsetInRayTracing ( |
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SetForcedLodModel ( |
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SetLODDataCount |
Add or remove elements to have the size in the specified range. |
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SetMaterialPreview ( |
Sets the value of the MaterialIndexPreview flag and reattaches the component as necessary. |
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SetReverseCulling ( |
Set forced reverse culling |
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SetSectionPreview ( |
Sets the value of the SectionIndexPreview flag and reattaches the component as necessary. |
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SetStaticLightingMapping |
Switches the static mesh component to use either Texture or Vertex static lighting. |
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SetStaticMesh ( |
Change the StaticMesh used by this instance. |
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SupportsDefaultCollision() |
Whether or not the component supports default collision from its static mesh asset |
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SupportsDitheredLODTransitions ( |
Whether we can support dithered LOD transitions (default behavior checks all materials). |
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UpdateCollisionFromStaticMesh() |
Sets the BodyInstance to use the mesh's body setup for external collision information |
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UsesTextureLightmaps |
Returns true if the component uses texture lightmaps |
Name | Description | ||
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GetMaterialIndex ( |
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GetMaterialSlotNames() |
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GetMaterialStreamingData ( |
Get material, UV density and bounds for a given material index. |
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IsMaterialSlotNameValid ( |
Name | Description | ||
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AddMapBuildDataGUIDs |
Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. |
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BuildTextureStreamingData ( |
Build the data to compute accuracte StreaminTexture data. |
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CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component |
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ComponentIsTouchingSelectionBox ( |
Determines whether the supplied bounding box intersects with the component. |
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ComponentIsTouchingSelectionFrustum ( |
Determines whether the supplied frustum intersects with the component. |
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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DoCustomNavigableGeometryExport ( |
Collects custom navigable geometry of component. |
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UBodySetup &... |
GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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float |
GetDiffuseBoost ( |
Gets the diffuse boost for the primitive component. |
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float |
GetEmissiveBoost ( |
Gets the emissive boost for the primitive component. |
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GetLightAndShadowMapMemoryUsage |
Returns the light and shadow map memory for this primitive in its out variables. |
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GetLightMapResolution |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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UMaterialInt... |
GetMaterialFromCollisionFaceIndex |
Try and retrieve the material applied to a particular collision face of mesh. |
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GetNumMaterials() |
Return number of material elements in this primitive |
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GetShadowIndirectOnly() |
Disable dynamic shadow casting if the primitive only casts indirect shadows, since dynamic shadows are always shadowing direct lighting |
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ELightMapInt... |
GetStaticLightingType() |
Requests whether the component will use texture, vertex or no lightmaps. |
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GetStaticLightMapResolution() |
Returns the static lightmap resolution used for this primitive. |
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GetStreamingRenderAssetInfo ( |
Get the StreaminTexture data. |
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GetUsedMaterials ( |
Retrieves the materials used in this component |
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HasValidSettingsForStaticLighting ( |
Returns true if the component is static AND has the right static mesh setup to support lightmaps. |
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SetCollisionProfileName |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting |
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ShouldRecreateProxyOnUpdateTransform() |
Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves. |
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ShouldRenderSelected() |
Return true if the owner is selected and this component is selectable |
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SupportsStaticLighting() |
Whether the component type supports static lighting. |
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UsesOnlyUnlitMaterials() |
Returns true if only unlit materials are used for rendering, false otherwise. |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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DoesSocketExist ( |
Return true if socket with the given name exists |
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GetSocketTransform ( |
Get world-space socket transform. |
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HasAnySockets() |
Returns true if this component has any sockets |
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IsPrecomputedLightingValid() |
True if our precomputed lighting is up to date |
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PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
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QuerySupportedSockets |
Get a list of sockets this component contains |
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ShouldCollideWhenPlacing() |
If true, bounds should be used when placing component/actor in level. Does not affect spawning. |
Name | Description | ||
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UObject cons... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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CheckForErrors() |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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TStructOnSco... |
GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation |
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InvalidateLightingCacheDetailed |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
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OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
Name | Description | ||
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AreNativePropertiesIdenticalTo ( |
Returns whether native properties are identical to the one of the passed in component. |
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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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ExportCustomProperties ( |
Exports the property values for the specified object as text to the output device. |
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GetDetailedInfoInternal() |
This function actually does the work for the GetDetailedInfo() and is virtual. |
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ImportCustomProperties ( |
Exports the property values for the specified object as text to the output device. |
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IsPostLoadThreadSafe() |
Called during async load to determine if PostLoad can be called on the loading thread. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditUndo() |
Called before applying a transaction to the object. |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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GetNavigationData ( |
Prepare navigation modifiers |
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IsNavigationRelevant() |
Are modifiers active? |
Name |
Description |
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FOnStaticMeshChanged |
Called when the static mesh changes |