This page contains a reference listing of properties available on Blueprint Spline Mesh Components. The properties displayed will be slightly different if the Blueprint Spline Mesh Component is selected in the Blueprint Editor, is a Root Component, or if the component is selected in the Level Editor.
Properties
Transform

Property | Description |
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Location | The location of the Actor or Component in World Space or Relative to its parent. |
Rotation | The rotation of the Actor or Component in World Space or Relative to its parent. |
Scale | The Scale of the Actor or Component in World Space or Relative to its parent. |
Sockets

Property | Description |
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Parent Socket | When this component is the Child of a Skeletal Mesh Component (or Static Mesh Component with a Socket), you can specify a Socket or Joint to attach this component to. |
Static Mesh

Property | Description |
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Static Mesh | Specifies the Static Mesh to render for this component. |
Materials

Property | Description |
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Element # | Once a Static Mesh has been specified in the Static Mesh Property, a number of additional Material Properties will appear. These will be named based on the Material IDs applied to the Static Mesh. |
Spline Mesh

Property | Description |
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Start Pos | Start location of spline, in component space. |
Start Tangent | Start tangent of spline, in component space. |
End Pos | End location of spline, in component space. |
End Tangent | End tangent of spline, in component space. |
Spline Up Dir | Axis (in component space) that is used to determine X axis for co-ordinates along spline |
Forward Axis | Chooses the forward axis for the spline mesh orientation |
Advanced

Property | Description |
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Start Scale | X and Y scale applied to mesh at start of spline. |
Start Roll | Roll around spline applied at start, in radians. |
Start Offset | Starting offset of the mesh from the spline, in component space. |
End Scale | X and Y scale applied to mesh at end of spline. |
End Roll | Roll around spline applied at end, in radians. |
End Offset | Ending offset of the mesh from the spline, in component space. |
Smooth Interp Roll Scale | If true, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline. |
Spline Boundary Min | Minimum coordinate along the spline forward axis which corresponds to start of spline. |
Spline Boundary Max | Maximum coordinate along the spline forward axis which corresponds to end of spline. |
Spline

Property | Description |
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Allow Spline Editing Per Instance | If true, spline mesh properties - StartPos, EndPos, StartTangent and EndTangent- may be edited per instance in the level viewport. |
Physics
Physics

Property | Description |
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Mass in KG | Mass of the body in KG. |
Angular Damping | 'Drag' force added to reduce angular movement |
Linear Damping | 'Drag' force added to reduce linear movement |
Enable Gravity | If object should have the force of gravity applied |
Double Sided Geometry | If enabled, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides. |
Simple Collision Physical Material | Physical material to use for simple collision on this body. Encodes information about density, friction, and so on. |
Physics Type |
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Advanced

Property | Description |
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Start Awake | If object should start awake, or if it should initially be sleeping |
Center Of Mass Offset | User specified offset for the center of mass of this object, from the calculated location |
Mass Scale | Per-instance scaling of mass |
Max Angular Velocity | The maximum angular velocity for this instance |
Sleep Family | The set of values used in considering when to put this body to sleep. Normal, Sensitive, Custom |
Position Solver Iteration Count | This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized. |
Velocity Solver Iteration Count | This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized. |
Inertia Tensor Scale | Per-instance scaling of inertia (larger values mean more difficulty rotating) |
Max Depenetration Velocity | The maximum velocity used to depenetrate this object |
Override Walkable Slope on Instance | Whether this instance of the object has its own custom walkable slope override setting. |
Walkable Slope Override | Custom walkable slope setting for this body. See the Walkable Slope documentation for usage information. |
Walkable Slope Behavior | Behavior of this surface (whether we affect the walkable slope). |
Walkable Slope Angle | Override walkable slope, applying the rules of the Walkable Slope Behavior. |
Custom Sleep Threshold Multiplier | If the Sleep Family is set to Custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner. |
Stabilization Threshold Multiplier | The stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body. |
Generate Wake Events | Determines whether 'wake / sleep' events should fire when this object is woken up or put to sleep by the physics simulation. |
Collision
Collision

Property | Description |
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Simulation Generates Hit Events | Should 'Hit' events fire when this object collides during physics simulation. |
Phys Material Override | Allows you to override the PhysicalMaterial to use for simple collision on this body. |
Collision Complexity | Collision Trace behavior - by default, it will keep simple (convex) and complex (per-poly) separate. |
Collision Responses | See the Collision Response Reference documentation for more information. |
Advanced

Property | Description |
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Use CCD | If true Continuous Collision Detection (CCD) will be used for this component |
Ignore Analytic Collisions | If true, ignore analytic collisions and treat objects as a general implicit surface. |
Lighting

Property | Description |
---|---|
Cast Shadow | is true. |
Advanced

Property | Description |
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Affect Dynamic Indirect Lighting | Controls whether the primitive should influence indirect lighting. |
Affect Distance Field Lighting | Controls whether the primitive should affect dynamic distance field lighting methods. |
Cast Dynamic Shadow | Controls whether the primitive should cast shadows in the case of non precomputed shadowing. |
Cast Static Shadow | Whether the object should cast a static shadow from shadow casting lights. |
Cast Volumetric Translucent Shadow | Whether the object should cast a volumetric translucent shadow. |
Self Shadow Only | When enabled, the component will only cast a shadow on itself and not other components in the world. |
Cast Far Shadow | When enabled, the component will be rendering into the far shadow cascades (only for directional lights). |
Cast Inset Shadow | Whether this component should create a per-object shadow that gives higher effective shadow resolution. |
Cast Cinematic Shadow | Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. |
Cast Hidden Shadow | If true, the primitive will cast shadows even if bHidden is true. |
Cast Shadow as Two Sided | Whether this primitive should cast dynamic shadows as if it were a two sided material. |
Light as if Static | |
Light Attachments as Group | set in a parent. |
Indirect Lighting Cache Quality | Quality of indirect lighting for Movable primitives. |
Single Sample Shadow From Stationary Lights | Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. |
Lighting Channels | Channels that this component should be in. |
Rendering

Property | Description |
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Visible | . |
Hidden in Game | Whether to hide the primitive in game, if the primitive is Visible. |
Advanced

Property | Description | ||||||||||||
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Texture Streaming |
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LOD |
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Render In Main Pass | If true, this component will be rendered in the main pass (z prepass, basepass, transparency) | ||||||||||||
Receives Decals | Whether the primitive receives decals. | ||||||||||||
Owner No See | If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly. | ||||||||||||
Only Owner See | If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly. | ||||||||||||
Treat As Background for Occlusion | Treat this primitive as part of the background for occlusion purposes. | ||||||||||||
Use As Occluder | Whether to render the primitive in the depth only pass. | ||||||||||||
Render CustomDepth Pass | If true, this component will be rendered in the CustomDepth pass (usually used for outlines) | ||||||||||||
CustomDepth Stencil Value | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) | ||||||||||||
Translucency Sort Priority | Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. | ||||||||||||
Lpv Bias Multiplier | |||||||||||||
Bounds Scale | Scales the bounds of the object. | ||||||||||||
Use Attach Parent Bound | If true, this component uses its parents bounds when attached. |
Tags

Property | Description |
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Component Tags | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. |
Activation

Property | Description |
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Auto Activate | Whether the component is activated at creation or must be explicitly activated. |
Events

Property | Description |
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On Component Hit | Event called when a component hits (or is hit by) something solid. |
On Component Begin Overlap | Event called when something starts to overlaps this component, for example a player walking into a trigger. |
On Component End Overlap | Event called when something stops overlapping this component |
On Component Wake | Event called when the underlying physics objects is woken up |
On Component Sleep | Event called when the underlying physics objects is put to sleep |
On Begin Cursor Over | Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller |
On End Cursor Over | Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller |
On Clicked | Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller |
On Released | Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller |
On Input Touch Begin | Event called when a touch input is received over this component when touch events are enabled in the player controller |
On Input Touch End | Event called when a touch input is released over this component when touch events are enabled in the player controller |
On Input Touch Enter | Event called when a finger is moved over this component when touch over events are enabled in the player controller |
On Input Touch Leave | Event called when a finger is moved off this component when touch over events are enabled in the player controller |
Physics Volume Changed | Delegate that will be called when PhysicsVolume has been changed. |
Mobile

Property | Description |
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Receive Combined Static and CSM Shadows from Stationary Lights |