unreal.SplineMeshParams¶
- class unreal.SplineMeshParams¶
Bases:
StructBaseStructure 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!
C++ Source:
Module: Engine
File: SplineMeshComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
end_offset(Vector2D): [Read-Write] Ending offset of the mesh from the spline, in component space.end_pos(Vector): [Read-Write] End location of spline, in component space.end_roll(float): [Read-Write] Roll around spline applied at end, in radians.end_scale(Vector2D): [Read-Write] X and Y scale applied to mesh at end of spline.end_tangent(Vector): [Read-Write] End tangent of spline, in component space.nanite_cluster_bounds_scale(float): [Read-Write] How much to scale the calculated culling bounds of Nanite clusters after deformation. NOTE: This should only be set greater than 1.0 if it fixes visible issues with clusters being incorrectly culled.start_offset(Vector2D): [Read-Write] Starting offset of the mesh from the spline, in component space.start_pos(Vector): [Read-Write] Start location of spline, in component space.start_roll(float): [Read-Write] Roll around spline applied at start, in radians.start_scale(Vector2D): [Read-Write] X and Y scale applied to mesh at start of spline.start_tangent(Vector): [Read-Write] Start tangent of spline, in component space.