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Class StaticMeshComponent

StaticMeshComponent is used to create an instance of a UStaticMesh.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
StaticMeshComponent
InstancedStaticMeshComponent
SplineMeshComponent
InteractiveFoliageComponent
ControlPointMeshComponent
LandscapeMeshProxyComponent
MaterialEditorMeshComponent
GizmoHandleMeshComponent
Inherited Members
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 StaticMeshComponent : MeshComponent
Remarks

A static mesh is a piece of geometry that consists of a static set of polygons.

@see https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/ @see UStaticMesh

Properties

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bCastDistanceFieldIndirectShadow

Declaration
public bool bCastDistanceFieldIndirectShadow { get; }
Property Value
Type Description
System.Boolean
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bCustomOverrideVertexColorPerLOD

Declaration
public bool bCustomOverrideVertexColorPerLOD { get; set; }
Property Value
Type Description
System.Boolean
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bDisallowMeshPaintPerInstance

Declaration
public bool bDisallowMeshPaintPerInstance { get; set; }
Property Value
Type Description
System.Boolean
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bDisplayVertexColors

Declaration
public bool bDisplayVertexColors { get; set; }
Property Value
Type Description
System.Boolean
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bForceNavigationObstacle

Declaration
public bool bForceNavigationObstacle { get; set; }
Property Value
Type Description
System.Boolean
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bIgnoreInstanceForTextureStreaming

Declaration
public bool bIgnoreInstanceForTextureStreaming { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideDistanceFieldSelfShadowBias

Declaration
public bool bOverrideDistanceFieldSelfShadowBias { get; }
Property Value
Type Description
System.Boolean
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bOverrideLightMapRes

Declaration
public bool bOverrideLightMapRes { get; }
Property Value
Type Description
System.Boolean
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bOverrideMinLOD

Declaration
public bool bOverrideMinLOD { get; }
Property Value
Type Description
System.Boolean
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bOverrideNavigationExport

Declaration
public bool bOverrideNavigationExport { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideWireframeColor

Declaration
public bool bOverrideWireframeColor { get; }
Property Value
Type Description
System.Boolean
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bReverseCulling

Declaration
public bool bReverseCulling { get; }
Property Value
Type Description
System.Boolean
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bUseDefaultCollision

Declaration
public bool bUseDefaultCollision { get; set; }
Property Value
Type Description
System.Boolean
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bUseSubDivisions

Declaration
public bool bUseSubDivisions { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static StaticMeshComponent DefaultObject { get; }
Property Value
Type Description
StaticMeshComponent
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DistanceFieldIndirectShadowMinVisibility

Controls how dark the dynamic indirect shadow can be.

Declaration
public float DistanceFieldIndirectShadowMinVisibility { get; }
Property Value
Type Description
System.Single
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DistanceFieldSelfShadowBias

Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices.

Declaration
public float DistanceFieldSelfShadowBias { get; }
Property Value
Type Description
System.Single
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ForcedLodModel

If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1).

Declaration
public int ForcedLodModel { get; }
Property Value
Type Description
System.Int32
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LightmassSettings

The Lightmass settings for this object.

Declaration
public LightmassPrimitiveSettings LightmassSettings { get; set; }
Property Value
Type Description
LightmassPrimitiveSettings
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MaterialIndexPreview

Index of the material to preview. If set to INDEX_NONE, all section will be rendered. Used for isolating in Static Mesh Tool *

Declaration
public int MaterialIndexPreview { get; set; }
Property Value
Type Description
System.Int32
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MinLOD

Specifies the smallest LOD that will be used for this component.

Declaration
public int MinLOD { get; }
Property Value
Type Description
System.Int32
Remarks

This is ignored if ForcedLodModel is enabled.

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OverriddenLightMapRes

Light map resolution to use on this component, used if bOverrideLightMapRes is true and there is a valid StaticMesh.

Declaration
public int OverriddenLightMapRes { get; }
Property Value
Type Description
System.Int32
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PreviousLODLevel

LOD that was desired for rendering this StaticMeshComponent last frame.

Declaration
public int PreviousLODLevel { get; set; }
Property Value
Type Description
System.Int32
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SectionIndexPreview

Index of the section to preview. If set to INDEX_NONE, all section will be rendered. Used for isolating in Static Mesh Tool *

Declaration
public int SectionIndexPreview { get; set; }
Property Value
Type Description
System.Int32
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SelectedEditorMaterial

The material currently selected in the Editor. Used for highlighting

Declaration
public int SelectedEditorMaterial { get; set; }
Property Value
Type Description
System.Int32
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SelectedEditorSection

The section currently selected in the Editor. Used for highlighting

Declaration
public int SelectedEditorSection { get; set; }
Property Value
Type Description
System.Int32
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StaticClass

Get UE4 Class

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

Static Mesh

Declaration
public StaticMesh StaticMesh { get; }
Property Value
Type Description
StaticMesh
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StaticMeshImportVersion

  • The import version of the static mesh when it was assign this is update when:
    • The user assign a new staticmesh to the component
    • The component is serialize (IsSaving)
    • Default value is BeforeImportStaticMeshVersionWasAdded
  • If when the component get load (PostLoad) the version of the attach staticmesh is newer
  • then this value, we will remap the material override because the order of the materials list
  • in the staticmesh can be changed.
Declaration
public int StaticMeshImportVersion { get; set; }
Property Value
Type Description
System.Int32
Remarks

Hopefully there is a remap table save in the staticmesh.

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StreamingDistanceMultiplier

Allows adjusting the desired resolution of streaming textures that uses UV 0. 1.0 is the default, whereas a higher value increases the streamed-in resolution.

Declaration
public float StreamingDistanceMultiplier { get; set; }
Property Value
Type Description
System.Single
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SubDivisionStepSize

Subdivision step size for static vertex lighting.

Declaration
public int SubDivisionStepSize { get; set; }
Property Value
Type Description
System.Int32
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WireframeColorOverride

Wireframe color to use if bOverrideWireframeColor is true

Declaration
public Color WireframeColorOverride { get; }
Property Value
Type Description
Color

Methods

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GetLocalBounds()

Get Local bounds

Declaration
public (Vector, Vector) GetLocalBounds()
Returns
Type Description
System.ValueTuple<Vector, Vector>
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New(UObject, Name)

Spawn an object of this class

Declaration
public static StaticMeshComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
StaticMeshComponent
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SetDistanceFieldSelfShadowBias(Single)

Sets the component's DistanceFieldSelfShadowBias. bOverrideDistanceFieldSelfShadowBias must be enabled for this to have an effect.

Declaration
public void SetDistanceFieldSelfShadowBias(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetForcedLodModel(Int32)

Set Forced Lod Model

Declaration
public void SetForcedLodModel(int NewForcedLodModel)
Parameters
Type Name Description
System.Int32 NewForcedLodModel
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SetReverseCulling(Boolean)

Set forced reverse culling

Declaration
public void SetReverseCulling(bool ReverseCulling)
Parameters
Type Name Description
System.Boolean ReverseCulling
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SetStaticMesh(StaticMesh)

Change the StaticMesh used by this instance.

Declaration
public bool SetStaticMesh(StaticMesh NewMesh)
Parameters
Type Name Description
StaticMesh NewMesh
Returns
Type Description
System.Boolean

Operators

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Implicit(IntPtr to StaticMeshComponent)

Convert from IntPtr to UObject

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