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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UStaticMeshComponent
- UControlPointMeshComponent
- UDisplayClusterScreenComponent
- UGizmoHandleMeshComponent
- UInstancedStaticMeshComponent
- UHierarchicalInstancedStaticMeshComponent
- UFoliageInstancedStaticMeshComponent
- UGrassInstancedStaticMeshComponent
- UHLODTemplatedInstancedStaticMeshComponent
- UMassInstancedStaticMeshComponent
- ULandscapeMeshProxyComponent
- ULandscapeNaniteComponent
- UMaterialEditorMeshComponent
- UNaniteDisplacedMeshComponent
- USplineMeshComponent
- UWaterBodyMeshComponent
- UXRDeviceVisualizationComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/StaticMeshComponent.h |
Include | #include "Components/StaticMeshComponent.h" |
Syntax
class UStaticMeshComponent : public UMeshComponent
Remarks
StaticMeshComponent is used to create an instance of a UStaticMesh. A static mesh is a piece of geometry that consists of a static set of polygons.
Variables
Type | Name | Description | |
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uint8: 1 | bCastDistanceFieldIndirectShadow | Whether to use the mesh distance field representation (when present) for shadowing indirect lighting (from lightmaps or skylight) on Movable components. |
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uint8: 1 | bCustomOverrideVertexColorPerLOD | The component has some custom painting on LODs or not. |
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uint8: 1 | bDisallowMeshPaintPerInstance | If true, mesh painting is disallowed on this instance. |
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uint8: 1 | bDisallowNanite | Forces this component to use fallback mesh for rendering if Nanite is enabled on the mesh. |
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uint8: 1 | bDisplayNaniteFallbackMesh | For Nanite enabled meshes, we'll only show the proxy mesh if this is true |
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uint8: 1 | bDisplayPhysicalMaterialMasks | |
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uint8: 1 | bDisplayVertexColors | |
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uint8: 1 | bDrawMeshCollisionIfComplex | Draw mesh collision if used for complex collision |
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uint8: 1 | bDrawMeshCollisionIfSimple | Draw mesh collision if used for simple collision |
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uint8: 1 | bEvaluateWorldPositionOffset | Whether to evaluate World Position Offset. This is only used when running with r.OptimizedWPO=1 |
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uint8: 1 | bEvaluateWorldPositionOffsetInRayTracing | Whether to evaluate World Position Offset for ray tracing. |
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uint8: 1 | bForceDisableNanite | Forces this component to use fallback mesh for rendering if Nanite is enabled on the mesh (run-time override) |
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uint8: 1 | bForceNaniteForMasked | Forces this component to always use Nanite for masked materials, even if FNaniteSettings::bAllowMaskedMaterials=false |
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uint8: 1 | bForceNavigationObstacle | Allows overriding navigation export behavior per component: full collisions or dynamic obstacle |
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uint8: 1 | bIgnoreInstanceForTextureStreaming | Ignore this instance of this static mesh when calculating streaming information. |
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uint8: 1 | bInitialEvaluateWorldPositionOffset | Initial value of bEvaluateWorldPositionOffset when BeginPlay() was called. |
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uint8: 1 | bOverrideDistanceFieldSelfShadowBias | Whether to override the DistanceFieldSelfShadowBias setting of the static mesh asset with the DistanceFieldSelfShadowBias of this component. |
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uint8: 1 | bOverrideLightMapRes | Whether to override the lightmap resolution defined in the static mesh. |
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uint8: 1 | bOverrideMinLOD | Whether to override the MinLOD setting of the static mesh asset with the MinLOD of this component. |
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uint8: 1 | bOverrideNavigationExport | If true, bForceNavigationObstacle flag will take priority over navigation data stored in StaticMesh |
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uint8: 1 | bOverrideWireframeColor | If true, WireframeColorOverride will be used. |
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uint8: 1 | bReverseCulling | Controls whether the static mesh component's backface culling should be reversed |
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uint8: 1 | bSortTriangles | Enable dynamic sort mesh's triangles to remove ordering issue when rendered with a translucent material |
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uint8: 1 | bUseDefaultCollision | Use the collision profile specified in the StaticMesh asset. |
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uint8: 1 | bUseSubDivisions | Whether to use subdivisions or just the triangle's vertices. |
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uint8: 1 | bWorldPositionOffsetWritesVelocity | Whether world position offset turns on velocity writes. |
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float | DistanceFieldIndirectShadowMinVisibility | Controls how dark the dynamic indirect shadow can be. |
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float | DistanceFieldSelfShadowBias | Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices. |
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int32 | ForcedLodModel | If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1). |
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FLightmassPrimitiveSettings | LightmassSettings | The Lightmass settings for this object. |
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TArray< struct FStaticMeshComponentLODInfo > | LODData | Static mesh LOD data. Contains static lighting data along with instanced mesh vertex colors. |
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int32 | MaterialIndexPreview | Index of the material to preview. |
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TArray< uint32 > | MaterialStreamingRelativeBoxes | Material Bounds used for texture streaming. |
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int32 | MinLOD | Specifies the smallest LOD that will be used for this component. |
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int32 | OverriddenLightMapRes | Light map resolution to use on this component, used if bOverrideLightMapRes is true and there is a valid StaticMesh. |
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int32 | SectionIndexPreview | Index of the section to preview. |
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int32 | SelectedEditorMaterial | The material currently selected in the Editor. Used for highlighting |
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int32 | SelectedEditorSection | The section currently selected in the Editor. Used for highlighting |
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FString | StaticMeshDerivedDataKey | Derived data key of the static mesh, used to determine if an update from the source static mesh is required. |
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int32 | StaticMeshImportVersion | The import version of the static mesh when it was assign this is update when: |
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float | StreamingDistanceMultiplier | Allows adjusting the desired streaming distance of streaming textures that uses UV 0. |
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TArray< FStreamingTextureBuildInfo > | StreamingTextureData | The list of texture, bounds and scales. As computed in the texture streaming build process. |
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int32 | SubDivisionStepSize | Subdivision step size for static vertex lighting. |
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FColor | WireframeColorOverride | Wireframe color to use if bOverrideWireframeColor is true |
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int32 | WorldPositionOffsetDisableDistance | Distance at which to disable World Position Offset for an entire instance (0 = Never disable WPO). |
Constructors
Type | Name | Description | |
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UStaticMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddReferencedObjects
(
UObject* InThis, |
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FStaticMeshStaticLightingMesh * | AllocateStaticLightingMesh
(
int32 LODIndex, |
Allocates an implementation of FStaticLightingMesh that will handle static lighting for this component |
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void | ApplyComponentInstanceData
(
FStaticMeshComponentInstanceData* ComponentInstanceData |
|
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void | Save off the data painted on to this mesh per LOD if necessary | |
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void | CollectPSOPrecacheDataImpl
(
const FVertexFactoryType* VFType, |
|
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void | CopyInstanceVertexColorsIfCompatible
(
const UStaticMeshComponent* SourceComponent |
Copies instance vertex colors from the SourceComponent into this component |
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FPrimitiveSceneProxy * | CreateStaticMeshSceneProxy
(
Nanite::FMaterialAudit& NaniteMaterials, |
Overload this in child implementations that wish to extend Static Mesh or Nanite scene proxy implementations. |
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bool | FixupOverrideColorsIfNecessary
(
bool bRebuildingStaticMesh |
Update the vertex override colors if necessary (i.e. vertices from source mesh have changed from override colors) |
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int32 | Get this components index in its parents blueprint created components array (used for matching instance data) | |
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bool | GetEstimatedLightAndShadowMapMemoryUsage
(
int32& TextureLightMapMemoryUsage, |
Returns the light and shadow map memory for this primite in its out variables. |
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void | GetEstimatedLightMapResolution
(
int32& Width, |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. |
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bool | Get the initial value of bEvaluateWorldPositionOffset. | |
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void | GetLocalBounds
(
FVector& Min, |
Get Local bounds |
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const FName | Helper function to get the FName of the private static mesh member | |
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const FMeshMapBuildData * | GetMeshMapBuildData
(
const FStaticMeshComponentLODInfo& LODInfo, |
|
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UMaterialInterface * | GetNaniteAuditMaterial
(
int32 MaterialIndex |
|
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const Nanite::FResources * | ||
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UStaticMeshSocket const * | GetSocketByName
(
FName InSocketName |
Returns the named socket on the static mesh component. |
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void | GetStaticLightingInfo
(
FStaticLightingPrimitiveInfo& OutPrimitiveInfo, |
|
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TObjectPtr< UStaticMesh > | Get the StaticMesh used by this instance. | |
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void | GetTextureLightAndShadowMapMemoryUsage
(
int32 InWidth, |
Get the memory used for texture-based light and shadow maps of the given width and height |
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float | Get the scale comming form the component, when computing StreamingTexture data. | |
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FColor | Returns the wireframe color to use for this component. | |
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bool | Returns true if the static mesh the component uses has valid lightmap texture coordinates | |
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bool | Returns true if the component has valid Nanite render data. | |
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FOnGetNaniteResources & | ||
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const FOnGetNaniteResources & | ||
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void | OnRep_StaticMesh
(
UStaticMesh* OldStaticMesh |
|
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FOnStaticMeshChanged & | ||
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void | ||
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void | ||
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void | Removes instance vertex colors from all LODs | |
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void | RemoveInstanceVertexColorsFromLOD
(
int32 LODToRemoveColorsFrom |
Removes instance vertex colors from the specified LOD |
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bool | Determines whether any of the component's LODs require override vertex color fixups | |
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void | SetDistanceFieldSelfShadowBias
(
float NewValue |
Sets the component's DistanceFieldSelfShadowBias. |
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void | SetEvaluateWorldPositionOffset
(
bool NewValue |
|
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void | SetEvaluateWorldPositionOffsetInRayTracing
(
bool NewValue |
|
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void | SetForceDisableNanite
(
bool bInForceDisableNanite |
Force disabling of Nanite rendering. When true, Will swap to the the fallback mesh instead. |
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void | SetForcedLodModel
(
int32 NewForcedLodModel |
|
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bool | SetLODDataCount
(
const uint32 MinSize, |
Add or remove elements to have the size in the specified range. |
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void | SetMaterialPreview
(
int32 InMaterialIndexPreview |
Sets the value of the MaterialIndexPreview flag and reattaches the component as necessary. |
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void | SetReverseCulling
(
bool ReverseCulling |
Set forced reverse culling |
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void | SetSectionPreview
(
int32 InSectionIndexPreview |
Sets the value of the SectionIndexPreview flag and reattaches the component as necessary. |
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bool | SetStaticLightingMapping
(
bool bTextureMapping, |
Switches the static mesh component to use either Texture or Vertex static lighting. |
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bool | SetStaticMesh
(
UStaticMesh* NewMesh |
Change the StaticMesh used by this instance. |
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void | SetWorldPositionOffsetDisableDistance
(
int32 NewValue |
|
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bool | ShouldCreateNaniteProxy
(
Nanite::FMaterialAudit* OutNaniteMaterials |
|
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bool | Whether or not the component supports default collision from its static mesh asset | |
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bool | SupportsDitheredLODTransitions
(
ERHIFeatureLevel::Type FeatureLevel |
Whether we can support dithered LOD transitions (default behavior checks all materials). |
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void | Sets the BodyInstance to use the mesh's body setup for external collision information | |
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bool | UsesTextureLightmaps
(
int32 InWidth, |
Returns true if the component uses texture lightmaps |
Overridden from UMeshComponent
Type | Name | Description | |
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int32 | GetMaterialIndex
(
FName MaterialSlotName |
|
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TArray< FName > | ||
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bool | GetMaterialStreamingData
(
int32 MaterialIndex, |
Get material, UV density and bounds for a given material index. |
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bool | IsMaterialSlotNameValid
(
FName MaterialSlotName |
|
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bool | Determines if we use the nanite overrides from any materials |
Overridden from UPrimitiveComponent
Type | Name | Description | |
---|---|---|---|
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void | AddMapBuildDataGUIDs
(
TSet< FGuid >& InGUIDs |
Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. |
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bool | BuildTextureStreamingDataImpl
(
ETextureStreamingBuildType BuildType, |
Build the data to compute accuracte StreaminTexture data. |
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bool | Determines whether or not the simulate physics setting can be edited interactively on this component | |
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void | CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Collect all the PSO precache data used by the static mesh component |
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bool | ComponentIsTouchingSelectionBox
(
const FBox& InSelBBox, |
Determines whether the supplied bounding box intersects with the component. |
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bool | ComponentIsTouchingSelectionFrustum
(
const FConvexVolume& InFrustum, |
Determines whether the supplied frustum intersects with the component. |
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uint32 | Computes a hash of component's texture streaming built data. | |
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FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | |
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bool | DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
Collects custom navigable geometry of component. |
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UBodySetup * | GetBodySetup () |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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float | GetDiffuseBoost
(
int32 ElementIndex |
Gets the diffuse boost for the primitive component. |
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UMaterialInterface * | GetEditorMaterial
(
int32 ElementIndex |
Returns the material to show in the editor details panel as being used. |
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float | GetEmissiveBoost
(
int32 ElementIndex |
Gets the emissive boost for the primitive component. |
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void | GetLightAndShadowMapMemoryUsage
(
int32& LightMapMemoryUsage, |
Returns the light and shadow map memory for this primitive in its out variables. |
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bool | GetLightMapResolution
(
int32& Width, |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. |
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UMaterialInterface * | GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index |
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UMaterialInterface * | GetMaterialFromCollisionFaceIndex
(
int32 FaceIndex, |
Try and retrieve the material applied to a particular collision face of mesh. |
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int32 | Return number of material elements in this primitive | |
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bool | Disable dynamic shadow casting if the primitive only casts indirect shadows, since dynamic shadows are always shadowing direct lighting | |
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ELightMapInteractionType | Requests whether the component will use texture, vertex or no lightmaps. | |
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int32 | Returns the static lightmap resolution used for this primitive. | |
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void | GetStreamingRenderAssetInfo
(
FStreamingTextureLevelContext& LevelContext, |
Get the StreaminTexture data. |
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float | ||
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void | GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component |
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bool | HasValidSettingsForStaticLighting
(
bool bOverlookInvalidComponents |
Returns true if the component is static AND has the right static mesh setup to support lightmaps. |
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bool | IsShown
(
const FEngineShowFlags& ShowFlags |
Would this primitive be shown with these rendering flags. |
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bool | RemapActorTextureStreamingBuiltDataToLevel
(
const UActorTextureStreamingBuildDataComponent* InActorTextureBuildData |
Remaps the texture streaming built data that was built for the actor back to the level. |
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void | SetCollisionProfileName
(
FName InCollisionProfileName, |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting |
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bool | Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves. | |
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bool | Return true if the owner is selected and this component is selectable | |
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bool | Whether the component type supports static lighting. | |
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bool | Returns false if this primitive should never output velocity based on its WPO state. | |
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bool | Returns true if only unlit materials are used for rendering, false otherwise. |
Overridden from USceneComponent
Type | Name | Description | |
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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bool | DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists |
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bool | GetMaterialPropertyPath
(
int32 ElementIndex, |
Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials |
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FTransform | GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. |
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bool | Returns true if this component has any sockets | |
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bool | True if our precomputed lighting is up to date | |
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void | Updates any visuals after the lighting has changed | |
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void | QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains |
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bool | If true, bounds should be used when placing component/actor in level. Does not affect spawning. | |
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void | UpdateBounds () |
Update the Bounds of the component. |
Overridden from UActorComponent
Type | Name | Description | |
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UObject const * | Give a readable name for this component, including asset name if applicable | |
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void | BeginPlay () |
Used to detach physics objects before simulation begins. |
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void | Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. | |
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void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component |
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TStructOnScope< FActorComponentInstanceData > | Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | |
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void | Initializes the component. | |
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void | InvalidateLightingCacheDetailed
(
bool bInvalidateBuildEnqueuedLighting, |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
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bool | Override to specify that a component is relevant to the HLOD generation. | |
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void | Used to create any physics engine information for this component | |
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void | Used to shut down and physics engine structure for this component | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
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void | Called after ApplyToComponent has run. | |
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bool | Return true if this component requires end of frame recreates to happen from the game thread. | |
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bool | Return true if CreatePhysicsState() should be called. | |
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bool | Return true if CreateRenderState() should be called |
Overridden from UObject
Type | Name | Description | |
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bool | AreNativePropertiesIdenticalTo
(
UObject* Other |
Returns whether native properties are identical to the one of the passed in component. |
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void | BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects |
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void | BeginDestroy () |
Called before destroying the object. |
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bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void | ExportCustomProperties
(
FOutputDevice& Out, |
Exports the property values for the specified object as text to the output device. |
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FString | This function actually does the work for the GetDetailedInfo() and is virtual. | |
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void | ImportCustomProperties
(
const TCHAR* SourceText, |
Exports the property values for the specified object as text to the output device. |
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bool | IsCachedCookedPlatformDataLoaded
(
const ITargetPlatform* TargetPlatform |
Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData |
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bool | Called during async load to determine if PostLoad can be called on the loading thread. | |
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void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Called after properties are overwritten, including after subobjects initialization from a CDO. | |
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void | PreEditUndo () |
Called before applying a transaction to the object. |
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void | PreSave
(
FObjectPreSaveContext SaveContext |
Presave function. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from INavRelevantInterface
Type | Name | Description | |
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void | GetNavigationData
(
FNavigationRelevantData& Data |
Prepare navigation modifiers |
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bool | Are modifiers active? |
Overridden from IInterface_AsyncCompilation
Type | Name | Description | |
---|---|---|---|
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bool | IsCompiling () |
Returns whether this component is still being compiled or dependent on other objects being compiled. |
Classes
Type | Name | Description | |
---|---|---|---|
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FOnStaticMeshChanged | Called when the static mesh changes |
Typedefs
Name | Description |
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FOnGetNaniteResources | Called during scene proxy creation to get the Nanite resource data |
GetPSOVertexElementsFn | Shared implementation for all StaticMesh derived components |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FGuid > | IrrelevantLights_DEPRECATED | |
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int32 | PreviousLODLevel_DEPRECATED | LOD that was desired for rendering this StaticMeshComponent last frame. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid | PreSave
(
const ITargetPlatform* TargetPlatform |
Use version that takes FObjectPreSaveContext instead. |
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void | UpdatePreCulledData
(
int32 LODIndex, |
This function is no longer used |
See Also
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/