Navigation
API > API/Runtime > API/Runtime/Engine
Structure that holds info about spline, passed to renderer to deform UStaticMesh. Also used by Lightmass, so be sure to update Lightmass::FSplineMeshParams and the static lighting code if this changes!
| Name | FSplineMeshParams |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SplineMeshComponent.h |
| Include Path | #include "Components/SplineMeshComponent.h" |
Syntax
USTRUCT ()
struct FSplineMeshParams
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSplineMeshParams() |
Components/SplineMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EndOffset | FVector2D | Ending offset of the mesh from the spline, in component space. | Components/SplineMeshComponent.h |
|
| EndPos | FVector | End location of spline, in component space. | Components/SplineMeshComponent.h |
|
| EndRoll | float | Roll around spline applied at end, in radians. | Components/SplineMeshComponent.h |
|
| EndScale | FVector2D | X and Y scale applied to mesh at end of spline. | Components/SplineMeshComponent.h |
|
| EndTangent | FVector | End tangent of spline, in component space. | Components/SplineMeshComponent.h |
|
| NaniteClusterBoundsScale | float | How much to scale the calculated culling bounds of Nanite clusters after deformation. | Components/SplineMeshComponent.h |
|
| StartOffset | FVector2D | Starting offset of the mesh from the spline, in component space. | Components/SplineMeshComponent.h |
|
| StartPos | FVector | Start location of spline, in component space. | Components/SplineMeshComponent.h |
|
| StartRoll | float | Roll around spline applied at start, in radians. | Components/SplineMeshComponent.h |
|
| StartScale | FVector2D | X and Y scale applied to mesh at start of spline. | Components/SplineMeshComponent.h |
|
| StartTangent | FVector | Start tangent of spline, in component space. | Components/SplineMeshComponent.h |
|