Class LODActor
LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System
This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference
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Inheritance
System.Object
LODActor
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class LODActor : Actor
Properties
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bOverrideMaterialMergeSettings
Declaration
public bool bOverrideMaterialMergeSettings { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bOverrideScreenSize
Declaration
public bool bOverrideScreenSize { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bOverrideTransitionScreenSize
Declaration
public bool bOverrideTransitionScreenSize { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CachedNumHLODLevels
Declaration
public byte CachedNumHLODLevels { get; set; }
Property Value
Type |
Description |
System.Byte |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static LODActor DefaultObject { get; }
Property Value
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Key
The key used to validate this actor against the proxy
Declaration
public Name Key { get; set; }
Property Value
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LODDrawDistance
what distance do you want this to show up instead of SubActors
Declaration
public float LODDrawDistance { get; set; }
Property Value
Type |
Description |
System.Single |
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LODLevel
The hierarchy level of this actor; the first tier of HLOD is level 1, the second tier is level 2 and so on.
Declaration
public int LODLevel { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaterialSettings
Override Material Settings, used when creating the proxy mesh
Declaration
public MaterialProxySettings MaterialSettings { get; set; }
Property Value
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Proxy
The mesh proxy used to display this LOD
Declaration
public HLODProxy Proxy { get; set; }
Property Value
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ScreenSize
Override screen size value used in mesh reduction, when creating the proxy mesh
Declaration
public int ScreenSize { get; set; }
Property Value
Type |
Description |
System.Int32 |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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StaticMeshComponent
disable display of this component
Declaration
public StaticMeshComponent StaticMeshComponent { get; set; }
Property Value
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SubActors
Declaration
public ObjectArrayField<Actor> SubActors { get; }
Property Value
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TransitionScreenSize
Override transition screen size value, determines the screen size at which the proxy is visible
The screen size is based around the projected diameter of the bounding
sphere of the model.
Declaration
public float TransitionScreenSize { get; set; }
Property Value
Type |
Description |
System.Single |
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Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static LODActor New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to LODActor)
Convert from IntPtr to UObject
Declaration
public static implicit operator LODActor(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns