Blueprint Spline Mesh Component Property Reference

Contains a reference of all properties available in the editor for Blueprint Spline Mesh Components.

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

TransformCatRef.png

Property

Description

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

SocketsCatRef.png

Property

Description

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

StaticMeshCatRef.png

Property

Description

Static Mesh

Specifies the Static Mesh to render for this component.

Materials

MaterialsCatRef.png

Property

Description

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

SplineMeshCat.png

Property

Description

Start Pos

Start Tangent

End Pos

End Tangent

Spline Up Dir

Forward Axis

Advanced

SplineMeshCatAdv.png

Property

Description

Start Scale

Start Roll

Start Offset

End Scale

End Roll

End Offset

Smooth Interp Roll Scale

Spline Boundary Min

Spline Boundary Max

Spline

BPSM_SplineCatRef.png

Property

Description

Allow Spline Editing Per Instance

Physics

Physics

Physics body details panel showing the physics properties

Property

Description

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

  • Simulated: Object will use physics simulation.

  • Kinematic: Object will not be affected by physics, but can interact with physically simulated bodies.

  • Default: Object will inherit from OwnerComponent's behavior.

Mass in KG

Mass of the body in KG.

Linear Damping

'Drag' force added to reduce linear movement.

Angular Damping

'Drag' force added to reduce angular movement.

Enable Gravity

If the object should have the force of gravity applied.

Advanced

Physics body details panel showing the advanced physics properties

Property

Description

Start Awake

If the 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.

Inertia Tensor Scale

Per-instance scaling of inertia (larger values mean more difficulty rotating)

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 a 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.

Update Mass when Scale Changes

If true, it will update the mass when the scale changes.

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

Physics body details panel showing the collision properties

Property

Description

Never Needs Cooked Collision Data

To do chaos this is to opt out of CreatePhysicsMeshes for certain meshes. Better a long term mesh is not to call CreatePhysicsMesh until is known there is a mesh instance that needs it.

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.

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.

Advanced

Physics body details panel showing the advanced collision properties

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.

Smooth Edge Collisions

Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components.

Lighting

LightingCatRef.png

Property

Description

Cast Shadow

Advanced

LightingCatRefAdv.png

Property

Description

Affect Dynamic Indirect Lighting

Affect Distance Field Lighting

Cast Dynamic Shadow

Cast Static Shadow

Cast Volumetric Translucent Shadow

Self Shadow Only

Cast Far Shadow

Cast Inset Shadow

Cast Cinematic Shadow

Cast Hidden Shadow

Cast Shadow as Two Sided

Light as if Static

Light Attachments as Group

Indirect Lighting Cache Quality

Single Sample Shadow From Stationary Lights

Lighting Channels

Rendering

RenderingCatRef.png

Property

Description

Visible

Hidden in Game

Advanced

RenderingCatRefAdv.png

Property

Description

Texture Streaming

Property

Description

Force Mip Streaming

LOD

Property

Description

Min Draw Distance

Desired Max Draw Distance

Current Max Draw Distance

Allow Cull Distance Volume

Detail Mode

Render In Main Pass

Receives Decals

Owner No See

Only Owner See

Treat As Background for Occlusion

Use As Occluder

Render CustomDepth Pass

CustomDepth Stencil Value

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.

Lpv Bias Multiplier

Bounds Scale

Use Attach Parent Bound

Tags

TagsCatRef.png

Property

Description

Component Tags

Activation

ActivationCatRef.png

Property

Description

Auto Activate

Events

EventsCatRef.png

Property

Description

On Component Hit

On Component Begin Overlap

On Component End Overlap

On Component Wake

On Component Sleep

On Begin Cursor Over

On End Cursor Over

On Clicked

On Released

On Input Touch Begin

On Input Touch End

On Input Touch Enter

On Input Touch Leave

Physics Volume Changed

Delegate that will be called when PhysicsVolume has been changed.

Mobile

MobileCatRef.png

Property

Description

Receive Combined Static and CSM Shadows from Stationary Lights

Tags
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