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蓝图样条网格体组件属性参考

本页面中的参考列出了 蓝图样条网格体组件(Blueprint Spline Mesh Components) 上可用的各项属性。蓝图样条网格体组件蓝图编辑器 中被选中且为 根组件 时,或组件在 关卡编辑器 中被选中时,显示的属性将有些许不同。

属性

Transform

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属性

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Location

Actor组件世界空间相对 其父项的位置。

Rotation

Actor组件世界空间相对 其父项的旋转。

Scale

Actor组件世界空间相对 其父项的缩放。

Sockets

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属性

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Parent Socket

此组件为 骨架网格体组件子项(或带 套接字静态网格体组件)时,可指定一个 套接字关节 附加到此组件。

Static Mesh

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属性

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Static Mesh

指定为此组件渲染的 静态网格体

材质

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属性

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Element #

静态网格体属性 中指定一个 静态网格体 后,将出现多个额外的 材质属性。它们将基于应用至 静态网格体材质 ID 进行命名。

Spline Mesh

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属性

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Start Pos

Start location of spline, in component space.

Start Tangent

Start tangent of spline, in component space.

End Pos

End location of spline, in component space.

End Tangent

End tangent of spline, in component space.

Spline Up Dir

Axis (in component space) that is used to determine X axis for co-ordinates along spline.

Forward Axis

Chooses the forward axis for the spline mesh orientation.

高级

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Start Scale

X and Y scale applied to mesh at start of spline.

Start Roll

Roll around spline applied at start.

Start Offset

Starting offset of the mesh from the spline, in component space.

End Scale

X and Y scale applied to mesh at end of spline.

End Roll

Roll around spline applied at end.

End Offset

Ending offset of the mesh from the spline, in component space.

Smooth Interp Roll Scale

If true, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline. If false, uses linear

Spline Boundary Min

Minimum coordinate along the spline forward axis which corresponds to start of spline. If set to 0.0, will use bounding box to determine bounds

Spline Boundary Max

Maximum coordinate along the spline forward axis which corresponds to end of spline. If set to 0.0, will use bounding box to determine bounds

Spline

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属性

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Allow Spline Editing Per Instance

If true, spline keys may be edited per instance in the level viewport. Otherwise, the spline should be initialized in the construction script.

Physics

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属性

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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.

Mass in KG

形体的质量按千克计。

Angular Damping

'Drag' force added to reduce angular movement

Linear Damping

'Drag' force added to reduce linear movement

Enable Gravity

If object should have the force of gravity applied

约束

Lock Position

When a Locked Axis Mode is selected, will lock translation on the specified axis

属性

描述

Lock X Translation

Lock translation along the X-axis

Lock Y Translation

Lock translation along the Y-axis

Lock Z Translation

Lock translation along the Z-axis

Lock Rotation

When a Locked Axis Mode is selected, will lock rotation to the specified axis

属性

描述

Lock X Rotation

Lock rotation about the X-axis

Lock Y Rotation

Lock rotation about the Y-axis

Lock Z Rotation

Lock rotation about the Z-axis

模式

Locks physical movement along specified axis.

属性

描述

Default

从项目设置继承自由度。

Six DOF

指定冻结旋转和运动所沿的轴。

YZPlane

允许沿 Y-Z 面的 2D 运动。

XZPlane

允许沿 X-Z 面的 2D 运动。

XYPlane

允许沿 X-Y 面的 2D 运动。

Custom Plane

允许沿特定法线面的 2D 运动。

None

无约束。

Advanced

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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.

查阅 可行走斜面 文档中的使用信息。

Walkable Slope Behavior

Behavior of this surface (whether we affect the walkable slope).

Walkable Slope Angle

Override walkable slope angle (in degrees), applying the rules of the Walkable Slope Behavior. @see GetWalkableSlopeAngle(), SetWalkableSlopeAngle()

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

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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 (eg Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur.

@see Overlap Events @see UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()

Collision Responses

查阅 静态网格物体碰撞参考指南 文档中的详细内容。

Advanced

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属性

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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

确定该组件是否对导航存在潜在影响

Lighting

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属性

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Cast Shadow

Controls whether the primitive component should cast a shadow or not. This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model.

高级

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Affect Dynamic Indirect Lighting

Controls whether the primitive should inject light into the Light Propagation Volume. This flag is only used if CastShadow is true.

Affect Distance Field Lighting

Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true.

Cast Dynamic Shadow

Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true.

Cast Static Shadow

Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.

Cast Volumetric Translucent Shadow

Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.

Self Shadow Only

When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.

Cast Far Shadow

When enabled, the component will be rendering into the far shadow cascades (only for directional lights).

Cast Inset Shadow

Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.

Cast Cinematic Shadow

Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.

Cast Hidden Shadow

If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.

Cast Shadow as Two Sided

Whether this primitive should cast dynamic shadows as if it were a two sided material.

Light as if Static

Whether to light this primitive as if it were static, including generating lightmaps. This only has an effect for component types that can bake lighting, like static mesh components. This is useful for moving meshes that don't change significantly.

Light Attachments as Group

Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.

Indirect Lighting Cache Quality

Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.

Single Sample Shadow From Stationary Lights

Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by [API:Lightmass] , which are very sparse. This is currently only used on stationary directional lights.

Lighting Channels

Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

Rendering

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Visible

Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

Hidden in Game

Whether to hide the primitive in game, if the primitive is Visible.

高级

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属性

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Texture Streaming

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Force Mip Streaming

If true, forces mips for textures used by this component to be resident when this component's level is loaded.

LOD

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Min Draw Distance

The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position.

Desired Max Draw Distance

Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.

Current Max Draw Distance

The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.

Allow Cull Distance Volume

Whether to accept cull distance volumes to modify cached cull distance.

Detail Mode

If detail mode is >= system detail mode, primitive won't be rendered.

Render In Main Pass

If true, this component will be rendered in the main pass (z prepass, basepass, transparency)

Receives Decals

Whether the primitive receives decals.

Owner No See

If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.

Only Owner See

If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.

Treat As Background for Occlusion

Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.

Use As Occluder

Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass.

Render CustomDepth Pass

If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

CustomDepth Stencil Value

Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

Translucency Sort Priority

位于高优先级物体后,绘制优先级较低的半透明物体。优先级相同的半透明物体将基于其边界原点从后向前进行渲染。

Lpv Bias Multiplier

Multiplier used to scale the Light Propagation Volume light injection bias, to reduce light bleeding. Set to 0 for no bias, 1 for default or higher for increased biasing (e.g. for thin geometry such as walls)

Bounds Scale

Scales the bounds of the object. This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent.

Use Attach Parent Bound

If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

Tags

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属性

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Component Tags

Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

Activation

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Auto Activate

Whether the component is activated at creation or must be explicitly activated.

Events

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On Component Hit

Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

On Component Begin Overlap

Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

On Component End Overlap

Event called when something stops overlapping this component.

On Component Wake

Event called when the underlying physics objects is woken up.

On Component Sleep

Event called when the underlying physics objects is put to sleep.

On Begin Cursor Over

Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller.

On End Cursor Over

Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller.

On Clicked

Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller.

On Released

Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller.

On Input Touch Begin

Event called when a touch input is received over this component when touch events are enabled in the player controller.

On Input Touch End

Event called when a touch input is released over this component when touch events are enabled in the player controller.

On Input Touch Enter

Event called when a finger is moved over this component when touch over events are enabled in the player controller.

On Input Touch Leave

Event called when a finger is moved off this component when touch over events are enabled in the player controller.

Physics Volume Changed

物理体积域发生变化时调用的委托。

Mobile

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Receive Combined Static and CSM Shadows from Stationary Lights

Mobile only: If enabled this component can receive combined static and CSM shadows from a stationary light. (Enabling will increase shading cost.) If disabled this component will only receive static shadows from stationary lights.

Tags