| bCanModifyRepresentationActorManagementClass |
uint8 |
The property is marked like this to ensure it won't show up in UI |
MassRepresentationFragments.h |
- EditDefaultsOnly
- Category="Mass|Visual"
|
| bForceActorRepresentationForExternalActors |
uint8 |
If true, forces UMassRepresentationProcessor to override the WantedRepresentationType to actor representation whenever an external (non Mass owned) actor is set on an entitie's FMassActorFragment fragment. |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Representation"
- Config
|
| bKeepActorExtraFrame |
uint8 |
When switching to ISM keep the actor an extra frame, helps cover rendering glitches (i.e. occlusion query being one frame late) |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Representation"
- Config
|
| bKeepLowResActors |
uint8 |
If true, LowRes actors will be kept around, disabled, whilst StaticMeshInstance representation is active |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Representation"
- Config
|
| bSpreadFirstVisualizationUpdate |
uint8 |
If true, will spread the first visualization update over the period specified in NotVisibleUpdateRate member |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Representation"
- Config
|
| CachedDefaultRepresentationType |
EMassRepresentationType |
Default representation when unable to spawn an actor, gets calculated at initialization |
MassRepresentationFragments.h |
|
| CachedRepresentationActorManagement |
TObjectPtr< UMassRepresentationActorManagement > |
|
MassRepresentationFragments.h |
|
| LODRepresentation |
EMassRepresentationType |
What should be the representation of this entity for each specific LOD |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Representation"
- Config
|
| NotVisibleUpdateRate |
float |
At what rate should the not visible entity be updated in seconds |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Visualization"
- Config
|
| RepresentationActorManagementClass |
TSubclassOf< UMassRepresentationActorManagement > |
Allow subclasses to override the representation actor management behavior |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Visual"
- Meta=(EditCondition="bCanModifyRepresentationActorManagementClass")
|
| WorldPartitionGridNameContainingCollision |
FName |
World Partition grid name to test collision against, default None will be the main grid |
MassRepresentationFragments.h |
- EditAnywhere
- Category="Mass|Representation"
- Config
|