AStaticMeshActor

StaticMeshActor is an instance of a [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) in the world.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/StaticMeshActor.h

Include

#include "Engine/StaticMeshActor.h"

Syntax

class AStaticMeshActor : public AActor

Remarks

StaticMeshActor is an instance of a UStaticMesh in the world. Static meshes are geometry that do not animate or otherwise deform, and are more efficient to render than other types of geometry. Static meshes dragged into the level from the Content Browser are automatically converted to StaticMeshActors.

Variables

Name Description

Public variable

bool

 

bStaticMeshReplicateMovement

This static mesh should replicate movement.

Public variable

ENavDataGatheri...

 

NavigationGeometryGatheringMode

Constructors

Name Description

Public function

AStaticMeshActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual Const

ENavDataGath...

 

GetGeometryGatheringMode()

Public function Const

UStaticMeshC...

 

GetStaticMeshComponent()

Returns StaticMeshComponent subobject

Public function

void

 

SetMobility

(
    EComponentMobility::Type InMobility
)

Function to change mobility type

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

Public function Virtual Const

bool

 

GetReferencedContentObjects

(
    TArray< UObject* >& Objects
)

Used by the "Sync to Content Browser" right-click menu option in the editor.

Overridden from UObject

Name Description

Protected function Virtual Const

FString

 

GetDetailedInfoInternal()

This function actually does the work for the GetDetailedInfo() and is virtual.

Protected function Virtual

void

 

LoadedFromAnotherClass

(
    const FName& OldClassName
)

Called when the object was loaded from another class via active class redirects.

Protected function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent& Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

See Also

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