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Actions
Clear Override Render Material |
Clear any active override render material Target is Base Dynamic Mesh Component |
Clear Secondary Render Material |
Clear any active secondary render material Target is Base Dynamic Mesh Component |
Configure Material Set |
Set new list of Materials for the Mesh. Dynamic Mesh Component does not have Slot Names, so the size of the Material Set should be the same as the number of different Material IDs on the mesh MaterialID attribute Target is Dynamic Mesh Component |
Enable Complex as Simple Collision |
calls SetComplexAsSimpleCollisionEnabled(true, true) Target is Dynamic Mesh Component |
Get Dynamic Mesh |
Target is Base Dynamic Mesh Component |
Get Enable Raytracing |
Target is Base Dynamic Mesh Component |
Get Enable Wireframe Render Pass |
Target is Base Dynamic Mesh Component |
Get Override Render Material |
Target is Base Dynamic Mesh Component |
Get Secondary Buffers Visibility |
Target is Base Dynamic Mesh Component |
Get Secondary Render Material |
Target is Base Dynamic Mesh Component |
Get Shadows Enabled |
Get Shadows Enabled Target is Base Dynamic Mesh Component |
Get Tangents Type |
Get Tangents Type Target is Dynamic Mesh Component |
Get View Mode Overrides Enabled |
Get View Mode Overrides Enabled Target is Base Dynamic Mesh Component |
Has Override Render Material |
Target is Base Dynamic Mesh Component |
Set Complex as Simple Collision Enabled |
If bEnabled=true, sets bEnableComplexCollision=true and CollisionType=CTF_UseComplexAsSimple If bEnabled=true, sets bEnableComplexCollision=false and CollisionType=CTF_UseDefault Target is Dynamic Mesh Component |
Set Deferred Collision Updates Enabled |
Set value of bDeferCollisionUpdates, when enabled, collision is not automatically recomputed each time the mesh changes. Target is Dynamic Mesh Component |
Set Dynamic Mesh |
Set the child UDynamicMesh. This can be used to 'share' a UDynamicMesh between Component instances. @warning Currently this is somewhat risky, it is on the caller/clients to make sure that the actual mesh is not being simultaneously modified on multiple threads Target is Dynamic Mesh Component |
Set Enable Raytracing |
Enable/Disable raytracing support. This is an expensive call as it flushes the rendering queue and forces an immediate rebuild of the SceneProxy. Target is Base Dynamic Mesh Component |
Set Enable Wireframe Render Pass |
Configure whether wireframe rendering is enabled or not Target is Base Dynamic Mesh Component |
Set Override Render Material |
Set an active override render material. This should replace all materials during rendering. Target is Base Dynamic Mesh Component |
Set Secondary Buffers Visibility |
Show/Hide the secondary triangle buffers. Does not invalidate SceneProxy. Target is Base Dynamic Mesh Component |
Set Secondary Render Material |
Set an active secondary render material. Target is Base Dynamic Mesh Component |
Set Shadows Enabled |
Set Shadows Enabled Target is Base Dynamic Mesh Component |
Set Tangents Type |
Set Tangents Type Target is Dynamic Mesh Component |
Set View Mode Overrides Enabled |
Set View Mode Overrides Enabled Target is Base Dynamic Mesh Component |
Update Collision |
Force an update of the Collision/Physics data for this Component. Target is Dynamic Mesh Component |
Validate Material Slots |
Compute the maximum MaterialID on the DynamicMesh, and ensure that Material Slots match. Pass both arguments as false to just do a check. Target is Dynamic Mesh Component |