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Class SplineMeshComponent

A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
StaticMeshComponent
SplineMeshComponent
Inherited Members
StaticMeshComponent.GetLocalBounds()
StaticMeshComponent.SetDistanceFieldSelfShadowBias(Single)
StaticMeshComponent.SetForcedLodModel(Int32)
StaticMeshComponent.SetReverseCulling(Boolean)
StaticMeshComponent.SetStaticMesh(StaticMesh)
StaticMeshComponent.ForcedLodModel
StaticMeshComponent.PreviousLODLevel
StaticMeshComponent.MinLOD
StaticMeshComponent.SubDivisionStepSize
StaticMeshComponent.StaticMesh
StaticMeshComponent.WireframeColorOverride
StaticMeshComponent.SelectedEditorSection
StaticMeshComponent.SelectedEditorMaterial
StaticMeshComponent.SectionIndexPreview
StaticMeshComponent.MaterialIndexPreview
StaticMeshComponent.StaticMeshImportVersion
StaticMeshComponent.bOverrideWireframeColor
StaticMeshComponent.bOverrideMinLOD
StaticMeshComponent.bOverrideNavigationExport
StaticMeshComponent.bForceNavigationObstacle
StaticMeshComponent.bDisallowMeshPaintPerInstance
StaticMeshComponent.bIgnoreInstanceForTextureStreaming
StaticMeshComponent.bOverrideLightMapRes
StaticMeshComponent.bCastDistanceFieldIndirectShadow
StaticMeshComponent.bOverrideDistanceFieldSelfShadowBias
StaticMeshComponent.bUseSubDivisions
StaticMeshComponent.bUseDefaultCollision
StaticMeshComponent.bCustomOverrideVertexColorPerLOD
StaticMeshComponent.bDisplayVertexColors
StaticMeshComponent.bReverseCulling
StaticMeshComponent.OverriddenLightMapRes
StaticMeshComponent.DistanceFieldIndirectShadowMinVisibility
StaticMeshComponent.DistanceFieldSelfShadowBias
StaticMeshComponent.StreamingDistanceMultiplier
StaticMeshComponent.LightmassSettings
MeshComponent.GetMaterialIndex(Name)
MeshComponent.GetMaterials()
MeshComponent.GetMaterialSlotNames()
MeshComponent.IsMaterialSlotNameValid(Name)
MeshComponent.PrestreamTextures(Single, Boolean, Int32)
MeshComponent.SetScalarParameterValueOnMaterials(Name, Single)
MeshComponent.SetVectorParameterValueOnMaterials(Name, Vector)
MeshComponent.OverrideMaterials
PrimitiveComponent.AddAngularImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInRadians(Vector, Name, Boolean)
PrimitiveComponent.AddForce(Vector, Name, Boolean)
PrimitiveComponent.AddForceAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddForceAtLocationLocal(Vector, Vector, Name)
PrimitiveComponent.AddImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddImpulseAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddRadialForce(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddTorque(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInRadians(Vector, Name, Boolean)
PrimitiveComponent.CanCharacterStepUp(Pawn)
PrimitiveComponent.ClearMoveIgnoreActors()
PrimitiveComponent.ClearMoveIgnoreComponents()
PrimitiveComponent.CopyArrayOfMoveIgnoreActors()
PrimitiveComponent.CopyArrayOfMoveIgnoreComponents()
PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(Int32)
PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
PrimitiveComponent.CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
PrimitiveComponent.GetAngularDamping()
PrimitiveComponent.GetCenterOfMass(Name)
PrimitiveComponent.GetClosestPointOnCollision(Vector, Name)
PrimitiveComponent.GetCollisionEnabled()
PrimitiveComponent.GetCollisionObjectType()
PrimitiveComponent.GetCollisionProfileName()
PrimitiveComponent.GetCollisionResponseToChannel(Byte)
PrimitiveComponent.GetGenerateOverlapEvents()
PrimitiveComponent.GetInertiaTensor(Name)
PrimitiveComponent.GetLinearDamping()
PrimitiveComponent.GetMass()
PrimitiveComponent.GetMassScale(Name)
PrimitiveComponent.GetMaterial(Int32)
PrimitiveComponent.GetMaterialFromCollisionFaceIndex(Int32)
PrimitiveComponent.GetNumMaterials()
PrimitiveComponent.GetOverlappingActors(SubclassOf<Actor>)
PrimitiveComponent.GetOverlappingComponents()
PrimitiveComponent.GetPhysicsAngularVelocity(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInRadians(Name)
PrimitiveComponent.GetPhysicsLinearVelocity(Name)
PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(Vector, Name)
PrimitiveComponent.GetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.IgnoreActorWhenMoving(Actor, Boolean)
PrimitiveComponent.IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
PrimitiveComponent.IsAnyRigidBodyAwake()
PrimitiveComponent.IsGravityEnabled()
PrimitiveComponent.IsOverlappingActor(Actor)
PrimitiveComponent.IsOverlappingComponent(PrimitiveComponent)
PrimitiveComponent.K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_IsCollisionEnabled()
PrimitiveComponent.K2_IsPhysicsCollisionEnabled()
PrimitiveComponent.K2_IsQueryCollisionEnabled()
PrimitiveComponent.K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.PutRigidBodyToSleep(Name)
PrimitiveComponent.ScaleByMomentOfInertia(Vector, Name)
PrimitiveComponent.SetAllMassScale(Single)
PrimitiveComponent.SetAllPhysicsAngularVelocity(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsLinearVelocity(Vector, Boolean)
PrimitiveComponent.SetAllUseCCD(Boolean)
PrimitiveComponent.SetAngularDamping(Single)
PrimitiveComponent.SetBoundsScale(Single)
PrimitiveComponent.SetCastShadow(Boolean)
PrimitiveComponent.SetCenterOfMass(Vector, Name)
PrimitiveComponent.SetCollisionEnabled(Byte)
PrimitiveComponent.SetCollisionObjectType(Byte)
PrimitiveComponent.SetCollisionProfileName(Name)
PrimitiveComponent.SetCollisionResponseToAllChannels(Byte)
PrimitiveComponent.SetCollisionResponseToChannel(Byte, Byte)
PrimitiveComponent.SetConstraintMode(Byte)
PrimitiveComponent.SetCullDistance(Single)
PrimitiveComponent.SetCustomDepthStencilValue(Int32)
PrimitiveComponent.SetCustomDepthStencilWriteMask(ERendererStencilMask)
PrimitiveComponent.SetEnableGravity(Boolean)
PrimitiveComponent.SetGenerateOverlapEvents(Boolean)
PrimitiveComponent.SetLinearDamping(Single)
PrimitiveComponent.SetLockedAxis(Byte)
PrimitiveComponent.SetMassOverrideInKg(Name, Single, Boolean)
PrimitiveComponent.SetMassScale(Name, Single)
PrimitiveComponent.SetMaterial(Int32, MaterialInterface)
PrimitiveComponent.SetMaterialByName(Name, MaterialInterface)
PrimitiveComponent.SetNotifyRigidBodyCollision(Boolean)
PrimitiveComponent.SetOnlyOwnerSee(Boolean)
PrimitiveComponent.SetOwnerNoSee(Boolean)
PrimitiveComponent.SetPhysicsAngularVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsLinearVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
PrimitiveComponent.SetPhysMaterialOverride(PhysicalMaterial)
PrimitiveComponent.SetReceivesDecals(Boolean)
PrimitiveComponent.SetRenderCustomDepth(Boolean)
PrimitiveComponent.SetRenderInMainPass(Boolean)
PrimitiveComponent.SetRenderInMono(Boolean)
PrimitiveComponent.SetSimulatePhysics(Boolean)
PrimitiveComponent.SetSingleSampleShadowFromStationaryLights(Boolean)
PrimitiveComponent.SetTranslucentSortPriority(Int32)
PrimitiveComponent.SetUseCCD(Boolean, Name)
PrimitiveComponent.SetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.WakeAllRigidBodies()
PrimitiveComponent.WakeRigidBody(Name)
PrimitiveComponent.MinDrawDistance
PrimitiveComponent.LDMaxDrawDistance
PrimitiveComponent.CachedMaxDrawDistance
PrimitiveComponent.DepthPriorityGroup
PrimitiveComponent.ViewOwnerDepthPriorityGroup
PrimitiveComponent.IndirectLightingCacheQuality
PrimitiveComponent.bEnableAutoLODGeneration
PrimitiveComponent.bUseMaxLODAsImposter
PrimitiveComponent.bNeverDistanceCull
PrimitiveComponent.bAlwaysCreatePhysicsState
PrimitiveComponent.bGenerateOverlapEvents
PrimitiveComponent.bMultiBodyOverlap
PrimitiveComponent.bCheckAsyncSceneOnMove
PrimitiveComponent.bTraceComplexOnMove
PrimitiveComponent.bReturnMaterialOnMove
PrimitiveComponent.bUseViewOwnerDepthPriorityGroup
PrimitiveComponent.bAllowCullDistanceVolume
PrimitiveComponent.bHasMotionBlurVelocityMeshes
PrimitiveComponent.bVisibleInReflectionCaptures
PrimitiveComponent.bRenderInMainPass
PrimitiveComponent.bRenderInMono
PrimitiveComponent.bReceivesDecals
PrimitiveComponent.bOwnerNoSee
PrimitiveComponent.bOnlyOwnerSee
PrimitiveComponent.bTreatAsBackgroundForOcclusion
PrimitiveComponent.bUseAsOccluder
PrimitiveComponent.bSelectable
PrimitiveComponent.bForceMipStreaming
PrimitiveComponent.bHasPerInstanceHitProxies
PrimitiveComponent.CastShadow
PrimitiveComponent.bAffectDynamicIndirectLighting
PrimitiveComponent.bAffectDistanceFieldLighting
PrimitiveComponent.bCastDynamicShadow
PrimitiveComponent.bCastStaticShadow
PrimitiveComponent.bCastVolumetricTranslucentShadow
PrimitiveComponent.bSelfShadowOnly
PrimitiveComponent.bCastFarShadow
PrimitiveComponent.bCastInsetShadow
PrimitiveComponent.bCastCinematicShadow
PrimitiveComponent.bCastHiddenShadow
PrimitiveComponent.bCastShadowAsTwoSided
PrimitiveComponent.bLightAttachmentsAsGroup
PrimitiveComponent.bReceiveMobileCSMShadows
PrimitiveComponent.bSingleSampleShadowFromStationaryLights
PrimitiveComponent.bIgnoreRadialImpulse
PrimitiveComponent.bIgnoreRadialForce
PrimitiveComponent.bApplyImpulseOnDamage
PrimitiveComponent.bReplicatePhysicsToAutonomousProxy
PrimitiveComponent.AlwaysLoadOnClient
PrimitiveComponent.AlwaysLoadOnServer
PrimitiveComponent.bUseEditorCompositing
PrimitiveComponent.bRenderCustomDepth
PrimitiveComponent.bHasCustomNavigableGeometry
PrimitiveComponent.CanCharacterStepUpOn
PrimitiveComponent.LightingChannels
PrimitiveComponent.CustomDepthStencilValue
PrimitiveComponent.TranslucencySortPriority
PrimitiveComponent.VisibilityId
PrimitiveComponent.LpvBiasMultiplier
PrimitiveComponent.BoundsScale
PrimitiveComponent.LastSubmitTime
PrimitiveComponent.LastRenderTime
PrimitiveComponent.LastRenderTimeOnScreen
PrimitiveComponent.MoveIgnoreActors
PrimitiveComponent.MoveIgnoreComponents
PrimitiveComponent.BodyInstance
PrimitiveComponent.LODParentPrimitive
PrimitiveComponent.PostPhysicsComponentTick
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class SplineMeshComponent : StaticMeshComponent
Remarks

Only a start and end position (and tangent) can be specified. @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprint_Splines

Properties

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bAllowSplineEditingPerInstance

Declaration
public bool bAllowSplineEditingPerInstance { get; set; }
Property Value
Type Description
System.Boolean
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bMeshDirty

Declaration
public bool bMeshDirty { get; set; }
Property Value
Type Description
System.Boolean
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BodySetup

Physics data.

Declaration
public BodySetup BodySetup { get; set; }
Property Value
Type Description
BodySetup
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bSelected

Declaration
public bool bSelected { get; set; }
Property Value
Type Description
System.Boolean
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bSmoothInterpRollScale

Declaration
public bool bSmoothInterpRollScale { get; set; }
Property Value
Type Description
System.Boolean
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CachedMeshBodySetupGuid

Used to automatically trigger rebuild of collision data

Declaration
public FGuid CachedMeshBodySetupGuid { get; set; }
Property Value
Type Description
FGuid
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SplineMeshComponent DefaultObject { get; }
Property Value
Type Description
SplineMeshComponent
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ForwardAxis

Chooses the forward axis for the spline mesh orientation

Declaration
public byte ForwardAxis { get; set; }
Property Value
Type Description
System.Byte
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SplineBoundaryMax

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

Declaration
public float SplineBoundaryMax { get; set; }
Property Value
Type Description
System.Single
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SplineBoundaryMin

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

Declaration
public float SplineBoundaryMin { get; set; }
Property Value
Type Description
System.Single
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SplineParams

Spline that is used to deform mesh

Declaration
public SplineMeshParams SplineParams { get; set; }
Property Value
Type Description
SplineMeshParams
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SplineUpDir

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

Declaration
public Vector SplineUpDir { get; set; }
Property Value
Type Description
Vector
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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GetBoundaryMax()

Get the boundary max

Declaration
public float GetBoundaryMax()
Returns
Type Description
System.Single
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GetBoundaryMin()

Get the boundary min

Declaration
public float GetBoundaryMin()
Returns
Type Description
System.Single
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GetEndOffset()

Get the end offset

Declaration
public Vector2D GetEndOffset()
Returns
Type Description
Vector2D
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GetEndPosition()

Get the end position of spline in local space

Declaration
public Vector GetEndPosition()
Returns
Type Description
Vector
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GetEndRoll()

Get the end roll

Declaration
public float GetEndRoll()
Returns
Type Description
System.Single
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GetEndScale()

Get the end scaling

Declaration
public Vector2D GetEndScale()
Returns
Type Description
Vector2D
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GetEndTangent()

Get the end tangent vector of spline in local space

Declaration
public Vector GetEndTangent()
Returns
Type Description
Vector
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GetForwardAxis()

Get the forward axis

Declaration
public byte GetForwardAxis()
Returns
Type Description
System.Byte
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GetSplineUpDir()

Get the spline up direction

Declaration
public Vector GetSplineUpDir()
Returns
Type Description
Vector
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GetStartOffset()

Get the start offset

Declaration
public Vector2D GetStartOffset()
Returns
Type Description
Vector2D
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GetStartPosition()

Get the start position of spline in local space

Declaration
public Vector GetStartPosition()
Returns
Type Description
Vector
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GetStartRoll()

Get the start roll

Declaration
public float GetStartRoll()
Returns
Type Description
System.Single
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GetStartScale()

Get the start scaling

Declaration
public Vector2D GetStartScale()
Returns
Type Description
Vector2D
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GetStartTangent()

Get the start tangent vector of spline in local space

Declaration
public Vector GetStartTangent()
Returns
Type Description
Vector
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New(UObject, Name)

Spawn an object of this class

Declaration
public static SplineMeshComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
SplineMeshComponent
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SetBoundaryMax(Single, Boolean)

Set the boundary max

Declaration
public void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh)
Parameters
Type Name Description
System.Single InBoundaryMax
System.Boolean bUpdateMesh
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SetBoundaryMin(Single, Boolean)

Set the boundary min

Declaration
public void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh)
Parameters
Type Name Description
System.Single InBoundaryMin
System.Boolean bUpdateMesh
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SetEndOffset(Vector2D, Boolean)

Set the end offset

Declaration
public void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh)
Parameters
Type Name Description
Vector2D EndOffset
System.Boolean bUpdateMesh
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SetEndPosition(Vector, Boolean)

Set the end position of spline in local space

Declaration
public void SetEndPosition(Vector EndPos, bool bUpdateMesh)
Parameters
Type Name Description
Vector EndPos
System.Boolean bUpdateMesh
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SetEndRoll(Single, Boolean)

Set the end roll

Declaration
public void SetEndRoll(float EndRoll, bool bUpdateMesh)
Parameters
Type Name Description
System.Single EndRoll
System.Boolean bUpdateMesh
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SetEndScale(Vector2D, Boolean)

Set the end scaling

Declaration
public void SetEndScale(Vector2D EndScale, bool bUpdateMesh)
Parameters
Type Name Description
Vector2D EndScale
System.Boolean bUpdateMesh
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SetEndTangent(Vector, Boolean)

Set the end tangent vector of spline in local space

Declaration
public void SetEndTangent(Vector EndTangent, bool bUpdateMesh)
Parameters
Type Name Description
Vector EndTangent
System.Boolean bUpdateMesh
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SetForwardAxis(Byte, Boolean)

Set the forward axis

Declaration
public void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh)
Parameters
Type Name Description
System.Byte InForwardAxis
System.Boolean bUpdateMesh
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SetSplineUpDir(Vector, Boolean)

Set the spline up direction

Declaration
public void SetSplineUpDir(Vector InSplineUpDir, bool bUpdateMesh)
Parameters
Type Name Description
Vector InSplineUpDir
System.Boolean bUpdateMesh
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SetStartAndEnd(Vector, Vector, Vector, Vector, Boolean)

Set the start and end, position and tangent, all in local space

Declaration
public void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh)
Parameters
Type Name Description
Vector StartPos
Vector StartTangent
Vector EndPos
Vector EndTangent
System.Boolean bUpdateMesh
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SetStartOffset(Vector2D, Boolean)

Set the start offset

Declaration
public void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh)
Parameters
Type Name Description
Vector2D StartOffset
System.Boolean bUpdateMesh
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SetStartPosition(Vector, Boolean)

Set the start position of spline in local space

Declaration
public void SetStartPosition(Vector StartPos, bool bUpdateMesh)
Parameters
Type Name Description
Vector StartPos
System.Boolean bUpdateMesh
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SetStartRoll(Single, Boolean)

Set the start roll

Declaration
public void SetStartRoll(float StartRoll, bool bUpdateMesh)
Parameters
Type Name Description
System.Single StartRoll
System.Boolean bUpdateMesh
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SetStartScale(Vector2D, Boolean)

Set the start scaling

Declaration
public void SetStartScale(Vector2D StartScale, bool bUpdateMesh)
Parameters
Type Name Description
Vector2D StartScale
System.Boolean bUpdateMesh
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SetStartTangent(Vector, Boolean)

Set the start tangent vector of spline in local space

Declaration
public void SetStartTangent(Vector StartTangent, bool bUpdateMesh)
Parameters
Type Name Description
Vector StartTangent
System.Boolean bUpdateMesh
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UpdateMesh()

Update the collision and render state on the spline mesh following changes to its geometry

Declaration
public void UpdateMesh()

Operators

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Implicit(IntPtr to SplineMeshComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator SplineMeshComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
SplineMeshComponent
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