蓝图样条网格体组件属性参考

包含在蓝图样条网格体组件的编辑器中可用的所有属性的参考。

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本页面包含了一个在 蓝图样条网格体组件(Blueprint Spline Mesh Components) 中可用属性的参考列表。如果在 蓝图编辑器(Blueprint Editor) 中选择了 蓝图样条网格体组件(Blueprint Spline Mesh Component),是 根组件(Root Component),或者在 关卡编辑器(Level Editor) 中选择了该组件,则显示的属性将略有不同。

属性

变形

TransformCatRef.png

属性

说明

位置(Location)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的位置。

旋转(Rotation)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的旋转。

缩放(Scale)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的缩放。

套接字

SocketsCatRef.png

属性

说明

父套接字(Parent Socket)

当这个组件是 骨架网格体组件(Skeletal Mesh Component)子项(Child)(或带有 套接字(Socket)静态网格体组件(Static Mesh Component))时,您可以指定一个 套接字(Socket)关节(Joint) 来将这个组件附加到其上。

静态网格体

StaticMeshCatRef.png

属性

说明

静态网格体(Static Mesh)

指定要为该组件渲染的 静态网格体(Static Mesh)

材质

MaterialsCatRef.png

属性

说明

元素#(Element #)

一旦在 静态网格体属性(Static Mesh Property) 中指定了一个 静态网格体(Static Mesh),将会出现一些额外的 材质属性(Material Properties)。将基于应用到 静态网格体(Static Mesh)材质ID(Material IDs) 命名这些属性。

样条网格体

SplineMeshCat.png

属性

说明

起始位置(Start Pos)

Start location of spline, in component space.

起始切线(Start Tangent)

Start tangent of spline, in component space.

结束位置(End Pos)

End location of spline, in component space.

结束切线(End Tangent)

End tangent of spline, in component space.

样条向上方向(Spline Up Dir)

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

前向轴(Forward Axis)

Chooses the forward axis for the spline mesh orientation.

高级

SplineMeshCatAdv.png

属性

说明

起始缩放(Start Scale)

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

起始滚动(Start Roll)

Roll around spline applied at start.

起始偏移(Start Offset)

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

结束缩放(End Scale)

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

结束滚动(End Roll)

Roll around spline applied at end.

结束偏移(End Offset)

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

平滑插值滚动缩放(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

样条边界最小值(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

样条边界最大值(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

样条

BPSM_SplineCatRef.png

属性

说明

允许对每个实例进行样条编辑(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.

物理

物理

physicsProps.png

属性

说明

模拟物理(Simulate Physics)

如果为true,此形体将使用模拟。如果为false,将为“固定”(运动学),移动至指示位置。对于骨架网格体组件,模拟需要在骨架网格体资源上设置并分配一个物理资源。对于静态网格体组件,模拟需要在静态网格体资源上设置一个简单的碰撞。

质量(单位:KG)(Mass in KG)

形体的质量,以KG为单位。

角阻尼(Angular Damping)

为减弱角运动而附加的“拖拽”力

线性阻尼(Linear Damping)

为减弱线性移动而附加的“拖拽”力

启用重力(Enable Gravity)

物体是否受到重力作用

约束(Constraints)

锁定位置(Lock Position)

当选中了一种锁定轴模式时,将锁定在指定轴上的平移

属性

说明

锁定X轴平移(Lock X Translation)

锁定沿X轴的平移

锁定Y轴平移(Lock Y Translation)

锁定沿Y轴的平移

锁定Z轴平移(Lock Z Translation)

锁定沿Z轴的平移

锁定旋转(Lock Rotation)

当选中了一种锁定轴模式时,将锁定绕指定轴的旋转

属性

说明

锁定X轴旋转(Lock X Rotation)

锁定绕X轴的旋转

锁定Y轴旋转(Lock Y Rotation)

锁定绕Y轴的旋转

锁定Z轴旋转(Lock Z Rotation)

锁定绕Z轴的旋转

模式(Mode)

锁定沿指定轴的物理运动。

属性

说明

默认(Default)

从项目设置继承自由度。

Six DOF

指定冻结旋转和移动所沿的轴。

YZ平面(YZPlane)

允许沿Y-Z面的2D运动。

XZ平面(XZPlane)

允许沿X-Z面的2D运动。

XY平面(XYPlane)

允许沿X-Y平面的2D运动。

自定义平面(Custom Plane)

允许沿给定法线平面的2D运动。

无(None)

无约束。

高级

physicsPropsAdv.png

属性

说明

自动结合(Auto Weld)

如果为true且与父体相连,则两个形体将连接成一个刚体。诸如冲突概要文件和形体设置之类的物理设置由根元素决定

初始状态为苏醒(Start Awake)

物体的初始状态为苏醒,或为休眠

质量中心偏移(Center Of Mass Offset)

用户为此物体质量中心指定的距离计算位置的偏移

质量缩放(Mass Scale)

质量的逐实例缩放

最大角速度(Max Angular Velocity)

实例的最大角速度

使用异步场景(Use Async Scene)

如果为true,则该形体将被放入异步物理场景中。如果为false,则将被放入同步物理场景中。如果形体是静态的,则无论bUseAsyncScene的值如何,它都将被放置到这两个场景中。

覆盖最大穿透速度(Override Max Depenetration Velocity)

此形体实例是否拥有其自身的自定义MaxDepenetrationVelocity

最大穿透速度(Max Depenetration Velocity)

用于穿透此物体的最大速度

覆盖实例上的可行走斜面(Override Walkable Slope on Instance)

物体的此实例是否拥有其自身的自定义可行走斜面覆盖设置。

可行走斜面覆盖(Walkable Slope Override)

此形体的自定义可行走斜面设置。

请参阅 可行走斜面 文档了解使用信息。

可行走斜面行为(Walkable Slope Behavior)

此表面的行为(是否影响可行走斜面)。

可行走斜面角度(Walkable Slope Angle)

.覆盖可行走斜面,应用可行走斜面行为的规则。

休眠集(Sleep Family)

将此形体设置为休眠时考虑使用的值集。

位置解算器迭代数(Position Solver Iteration Count)

此物理形体的位置解算器迭代数。增加此值后CPU开销增加,但更加稳定。

速度解算器迭代数(Velocity Solver Iteration Count)

此物理形体的速度解算器迭代数。增加此值后CPU开销增加,但更加稳定。

应更新物理体积(Should Update Physics Volume)

组件移动时,此组件重叠的缓存PhysicsVolume是否应更新。@参阅GetPhysicsVolume()

碰撞

碰撞

collisionProps.png

属性

说明

模拟生成命中事件(Simulation Generates Hit Events)

当此对象在物理模拟中发生碰撞时是否发射“命中”事件。

物理材质覆盖(Phys Material Override)

允许覆盖用于此形体上简单碰撞的PhysicalMaterial。

生成重叠事件(Generate Overlap Events)

如为true,此组件与其他组件发生重叠时将生成重叠事件(如Begin Overlap)。两个组件(这个和另一个)均需启动此项,才能发生重叠事件。请参阅碰撞中的“重叠事件”。

碰撞响应(Collision Responses)

请参阅碰撞响应文档了解更多信息。

高级

collisionPropsAdv.png

属性

说明

使用CCD(Use CCD)

如为true,连续碰撞侦测(CCD)将用于此组件

始终创建物理状态(Always Create Physics State)

说明是否要始终(为碰撞和模拟)创建物理状态。如果将此属性设为false,碰撞或模拟启动后仍将创建物理状态。如果能在触发时避免创建物理状态的开销,这将有助于提升性能。

多形体重叠(Multi Body Overlap)

如为true,此组件(如为多形体组件)将为每个重叠物理形体生成个体重叠。如为false,此组件则只生成一个重叠,无视其拥有的物理形体数量和与其他组件/形体重叠的物理形体数量。此标签对单一形体组件并无影响。

移动时检查异步场景(Check Async Scene On Move)

如果为true,此组件将在两个物理场景中查找运动期间发生的碰撞。只有当启用了异步物理场景且其中包含几何体,并且您希望测试在此场景中与物体的碰撞时,才需要此属性。@参阅MoveComponent()

移动时追踪复杂碰撞(Trace Complex On Move)

如为true,与此组件一同扫描的组件在运动中应追踪复杂碰撞(例如网格体的每个三角形)如为false,则将针对简单碰撞边界解算碰撞。@参阅MoveComponent()

移动时返回材质(Return Material On Move)

如为true,组件扫描将返回其命中结果中的材质。@参阅MoveComponent()、FHitResult

始终能影响导航(Can Ever Affect Navigation)

此组件是否能潜在影响导航

照明

LightingCatRef.png

属性

说明

投射阴影(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

LightingCatRefAdv.png

属性

说明

影响动态间接照明(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.

影响距离场照明(Affect Distance Field Lighting)

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

投射动态阴影(Casts Static Shadows)

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

投射静态阴影(Cast Static Shadow)

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

投射体积半透明阴影(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.

仅自我阴影(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.

投射远阴影(Cast Far Shadow)

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

投射嵌入阴影(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.

投射电影级阴影(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.

投射隐藏阴影(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.

投射双面阴影(Cast Shadow as Two Sided)

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

静态光源(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.

分组光源附件(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.

间接照明缓存质量(Indirect Lighting Cache Quality)

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

来自固定光源的单一样本阴影(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.

照明通道(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.

渲染

RenderingCatRef.png

属性

说明

可见(Visible)

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

隐藏在游戏中(Hidden in Game)

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

高级

RenderingCatRefAdv.png

属性

说明

纹理流送(Texture Streaming)

属性

说明

强制Mip流送(Force Mip Streaming)

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

LOD

属性

说明

最小绘制距离(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.

所需最大绘制距离(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.

当前最大绘制距离(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.

允许剔除距离体积(Allow Cull Distance Volume)

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

细节模式(Detail Mode)

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

在主通道中渲染(Render In Main Pass)

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

接收贴花(Receives Decals)

Whether the primitive receives decals.

所有者看不到(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.

仅所有者能看到(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.

视为遮挡的背景(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.

用作遮挡物(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.

渲染CustomDepth通道(Render CustomDepth Pass)

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

CustomDepth模板值(CustomDepth Stencil Value)

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

半透明排序优先级(Translucency Sort Priority)

排序优先级较低的半透明对象在优先级较高的对象后面绘制。具有相同优先级的半透明对象将根据其边界原点从后到前渲染。

Lpv偏差乘数(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)

边界缩放(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.

使用附加父级边界(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.

标签

TagsCatRef.png

属性

说明

组件标签(Component Tags)

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

激活

ActivationCatRef.png

属性

说明

自动激活(Auto Activate)

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

事件

EventsCatRef.png

属性

说明

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.

在组件开始重叠时(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.

在组件结束重叠时(On Component End Overlap)

Event called when something stops overlapping this component.

在组件唤醒时(On Component Wake)

Event called when the underlying physics objects is woken up.

在组件睡眠时(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.

在单击时(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.

在释放时(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.

物理体积已更改(Physics Volume Changed)

当物理体积更改时将调用的委托。

移动

MobileCatRef.png

属性

说明

从固定灯源接收静态和CSM组合阴影(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.

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