unreal.SoftSplineMeshComponentDescriptor¶
- class unreal.SoftSplineMeshComponentDescriptor¶
Bases:
SplineMeshComponentDescriptorBaseSoft Spline Mesh Component Descriptor
C++ Source:
Module: Engine
File: SplineMeshComponentDescriptor.h
Editor Properties: (see get_editor_property/set_editor_property)
affect_distance_field_lighting(bool): [Read-Write]affect_dynamic_indirect_lighting(bool): [Read-Write]affect_dynamic_indirect_lighting_while_hidden(bool): [Read-Write]body_instance(BodyInstance): [Read-Write]cast_contact_shadow(bool): [Read-Write]cast_dynamic_shadow(bool): [Read-Write]cast_hidden_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]emissive_light_source(bool): [Read-Write]enable_discard_on_load(bool): [Read-Write]evaluate_world_position_offset(bool): [Read-Write]fill_collision_underneath_for_navmesh(bool): [Read-Write]force_navigation_obstacle(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]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]override_navigation_export(bool): [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]