unreal.SoftISMComponentDescriptor
¶
- class unreal.SoftISMComponentDescriptor¶
Bases:
ISMComponentDescriptorBase
Soft ISMComponent Descriptor
C++ Source:
Module: Engine
File: ISMComponentDescriptor.h
Editor Properties: (see get_editor_property/set_editor_property)
affect_distance_field_lighting
(bool): [Read-Write]affect_dynamic_indirect_lighting
(bool): [Read-Write]body_instance
(BodyInstance): [Read-Write]cast_contact_shadow
(bool): [Read-Write]cast_dynamic_shadow
(bool): [Read-Write]cast_shadow
(bool): [Read-Write]cast_shadow_as_two_sided
(bool): [Read-Write]cast_static_shadow
(bool): [Read-Write]component_class
(type(Class)): [Read-Write]consider_for_actor_placement_when_hidden
(bool): [Read-Write]custom_depth_stencil_value
(int32): [Read-Write]custom_depth_stencil_write_mask
(RendererStencilMask): [Read-Write]detail_mode
(DetailMode): [Read-Write]enable_density_scaling
(bool): [Read-Write]enable_discard_on_load
(bool): [Read-Write]evaluate_world_position_offset
(bool): [Read-Write]generate_overlap_events
(bool): [Read-Write]has_custom_navigable_geometry
(HasCustomNavigableGeometry): [Read-Write]hidden_in_game
(bool): [Read-Write]hlod_batching_policy
(HLODBatchingPolicy): [Read-Write]include_in_hlod
(bool): [Read-Write]instance_end_cull_distance
(int32): [Read-Write]instance_lod_distance_scale
(float): [Read-Write]instance_start_cull_distance
(int32): [Read-Write]is_editor_only
(bool): [Read-Write]lighting_channels
(LightingChannels): [Read-Write]lightmap_type
(LightmapType): [Read-Write]mobility
(ComponentMobility): [Read-Write]overlay_material
(MaterialInterface): [Read-Write]overridden_light_map_res
(int32): [Read-Write]override_light_map_res
(bool): [Read-Write]override_materials
(Array[MaterialInterface]): [Read-Write]ray_tracing_group_culling_priority
(RayTracingGroupCullingPriority): [Read-Write]ray_tracing_group_id
(int32): [Read-Write]receives_decals
(bool): [Read-Write]render_custom_depth
(bool): [Read-Write]reverse_culling
(bool): [Read-Write]runtime_virtual_textures
(Array[RuntimeVirtualTexture]): [Read-Write]shadow_cache_invalidation_behavior
(ShadowCacheInvalidationBehavior): [Read-Write]static_mesh
(StaticMesh): [Read-Write]translucency_sort_priority
(int32): [Read-Write]use_as_occluder
(bool): [Read-Write]use_default_collision
(bool): [Read-Write]virtual_texture_cull_mips
(int32): [Read-Write]virtual_texture_render_pass_type
(RuntimeVirtualTextureMainPassType): [Read-Write]visible
(bool): [Read-Write]visible_in_ray_tracing
(bool): [Read-Write]world_position_offset_disable_distance
(int32): [Read-Write]