Language:
Page Info
Tags:
Engine Version:
The translation of this page is out of date. Please see the English version for the latest version of the page.

Blueprint Spline Mesh コンポーネントのプロパティ リファレンス

このページでは、Blueprint Spline コンポーネント プロパティのリファレンス リストを紹介します。ブループリント エディタBlueprint Spline Mesh コンポーネント を選択した場合、Root コンポーネント を選択した場合、またはコンポーネントを レベル エディタ で選択した場合、若干異なるプロパティが表示されます。

プロパティ

トランスフォーム

TransformCatRef.png

プロパティ

説明

Location

アクタ または コンポーネントワールド空間 もしくは親と 相対的な 位置です。

Rotation

アクタ または コンポーネントワールド空間 もしくは親と 相対的な 回転です。

Scale

アクタ または コンポーネントワールド空間 もしくは親と 相対的な スケールです。

ソケット

SocketsCatRef.png

プロパティ

説明

Parent Socket

このコンポーネントが Skeletal Mesh コンポーネント子供 (あるいは Socket のある Static Mesh コンポーネント) の場合、Socket または Joint をこのコンポーネントにアタッチするように指定できます。

スタティックメッシュ

StaticMeshCatRef.png

プロパティ

説明

Static Mesh

対象コンポーネントをレンダリングする Static Mesh を指定します。

Materials

MaterialsCatRef.png

プロパティ

説明

Element #

Static Mesh プロパティスタティックメッシュ が指定されると、マテリアル プロパティ が多数追加表示されます。これらは Static Mesh に適用された マテリアル ID に基づいて名前が付けられます。.

スプライン メッシュ

SplineMeshCat.png

プロパティ

説明

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.

上級者向け

SplineMeshCat.png

プロパティ

説明

Start Scale

X and Y scale applied to mesh at start of spline.

Start Roll

Roll around spline applied at start.

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.

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. If false, uses linear

Spline Boundary Min

Minimum coordinate along the spline forward axis which corresponds to start of spline. If set to 0.0, will use bounding box to determine bounds

Spline Boundary Max

Maximum coordinate along the spline forward axis which corresponds to end of spline. If set to 0.0, will use bounding box to determine bounds

スプライン

BPSM_SplineCatRef.png

プロパティ

説明

Allow Spline Editing Per Instance

If true, spline keys may be edited per instance in the level viewport. Otherwise, the spline should be initialized in the construction script.

物理

物理

physicsProps.png

プロパティ

説明

Simulate Physics

If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

Mass in KG

KG 単位の質量。

Angular Damping

角度移動を削減するために追加された「けん引」力

Linear Damping

線形移動を削減するために追加された「けん引」力

Enable Gravity

オブジェクトに重力を適用するべきかどうか

Constraints

Lock Position

Locked Axis モードの選択時は、平行移動は指定軸に固定されます。

プロパティ

説明

Lock X Translation

X軸と平行に平行移動をロックします

Lock Y Translation

Y軸と平行に平行移動をロックします

Lock Z Translation

Z軸と平行に平行移動をロックします

Lock Rotation

Locked Axis モードの選択時は、回転は指定軸に固定されます。

プロパティ

説明

Lock X Rotation

X軸周りに回転をロックします

Lock Y Rotation

Y軸周りに回転をロックします

Lock Z Rotation

Z軸周りに回転をロックします

Mode

指定軸と平行な物理移動をロックします。

プロパティ

説明

Default

プロジェクト設定から自由度を継承します。

Six DOF

回転および移動をフリーズする場合の軸を指定します。

YZPlane

Y-Z プレーンと平行な 2D 移動を有効にします。

XZPlane

X-Z プレーンと平行な 2D 移動を有効にします。

XYPlane

X-Y プレーンと平行な 2D 移動を有効にします。

Custom Plane

所定の法線と平行な 2D 移動を有効にします。

None

コンストレイントなし

Advanced

physicsPropsAdv.png

プロパティ

説明

Auto Weld

true また 親に親子付けされている場合、2つのボディは単一の剛体に結合されます。コリジョンプロファイルやボディ設定のような物理設定はルートで決定します

Start Awake

オブジェクトが起きた状態で開始するべきかどうか、または当初は眠ったままの状態で開始すべきかどうか

Center Of Mass Offset

このオブジェクトの重心にユーザーが指定したオフセット

Mass Scale

インスタンスごとの質量のスケーリング

Max Angular Velocity

このインスタンスの最大角速度

Use Async Scene

Override Max Depenetration Velocity

このボディインスタンスに独自のカスタムMaxDepenetrationVelocityが設定されているかどうか

Max Depenetration Velocity

このオブジェクトの非貫通処理に使用する最大速度

Override Walkable Slope on Instance

オブジェクトのインスタンスに、カスタム仕様の歩行可能なスロープのオーバーライド設定があるかどうか

Walkable Slope Override

ボディのカスタム仕様の歩行可能なスロープ設定

使用に関する情報は、Walkable Slope (歩行可能なスロープ) のドキュメントをご覧ください。

Walkable Slope Behavior

Behavior of this surface (whether we affect the walkable slope). @see GetWalkableSlopeBehavior(), SetWalkableSlopeBehavior()

Walkable Slope Angle

Override walkable slope angle (in degrees), applying the rules of the Walkable Slope Behavior. @see GetWalkableSlopeAngle(), SetWalkableSlopeAngle()

Sleep Family

ボディがスリープ状態であることを考慮するために使用する値一式

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.

Should Update Physics Volume

コンポーネントが移動した時にこのコンポーネントがオーバーラップするキャッシュ PhysicsVolume を更新するかどうかを判断します。 @see GetPhysicsVolume()参照

Collision

コリジョン

collisionProps.png

プロパティ

説明

Simulation Generates Hit Events

物理シミュレーション中にこのオブジェクトが衝突したら「Hit」イベントを発行するべきか

Phys Material Override

このボディにシンプルなコリジョンを使用するためにPhysicalMaterialの上書きを有効にします

Generate Overlap Events

Collision Responses

詳細は コリジョン反応の参照 のドキュメントをご覧ください。

Advanced

collisionPropsAdv.png

プロパティ

説明

Use CCD

trueの場合、 このコンポーネントにContinuous Collision Detection (CCD)を使用します

Always Create Physics State

常に物理ステートを作成するか否かを示します(コリジョンとシミュレーション対応) falseに設定した場合、コリジョンまたはシミュレーションがアクティベートされてからも物理ステートを作成します。 トリガー時の物理ステート作成によるオーバーヘッドの回避に役立ちます。

Multi Body Overlap

true の場合、マルチボディ コンポーネントであれば、このコンポーネントはオーバーラップする各物理ボディに対して個々のオーバーラップを生成します。falseの場合、このコンポーネントは 物理ボディの数や別のコンポーネント/ボディとオーバーラップしている数に関係なく、オーバーラップを1つのみ生成します。このフラグは 単一ボディコンポーネントに影響します。

Check Async Scene On Move

Trace Complex On Move

trueの場合、このコンポーネントとスウィープしたコンポーネントは、移動中に複雑なコリジョンと反対に追跡します。 falseの場合、コリジョンは代わりに簡易なコリジョンバウンドに対して解決されます @see MoveComponent()を参照してください。

Return Material On Move

trueの場合、 コンポーネントスイープはヒット結果にマテリアルを返します。 @see MoveComponent()、 FHitResultを参照してください。

Can Ever Affect Navigation

このコンポーネントがナビゲーションに影響を及ぼすかどうかを設定します。

ライティング

LightingCatRef.png

プロパティ

説明

Cast Shadow

Controls whether the primitive component should cast a shadow or not. This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model.

上級者向け

LightingCatRefAdv.png

プロパティ

説明

Affect Dynamic Indirect Lighting

Controls whether the primitive should inject light into the Light Propagation Volume. This flag is only used if CastShadow is true.

Affect Distance Field Lighting

Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true.

Cast Dynamic Shadow

Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true.

Cast Static Shadow

Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.

Cast Volumetric Translucent Shadow

Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.

Self Shadow Only

When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.

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. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.

Cast Cinematic Shadow

Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.

Cast Hidden Shadow

If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow 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

Whether to light this primitive as if it were static, including generating lightmaps. This only has an effect for component types that can bake lighting, like static mesh components. This is useful for moving meshes that don't change significantly.

Light Attachments as Group

Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.

Indirect Lighting Cache Quality

Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.

Single Sample Shadow From Stationary Lights

Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by [API:Lightmass] , which are very sparse. This is currently only used on stationary directional lights.

Lighting Channels

Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

Rendering

RenderingCatRef.png

プロパティ

説明

Visible

Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

Hidden in Game

Whether to hide the primitive in game, if the primitive is Visible.

上級者向け

RenderingCatRefAdv.png

プロパティ

説明

Texture Streaming

プロパティ

説明

Force Mip Streaming

If true, forces mips for textures used by this component to be resident when this component's level is loaded.

LOD

プロパティ

説明

Min Draw Distance

The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position.

Desired Max Draw Distance

Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.

Current Max Draw Distance

The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.

Allow Cull Distance Volume

Whether to accept cull distance volumes to modify cached cull distance.

Detail Mode

If detail mode is >= system detail mode, primitive won't be rendered.

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. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.

Use As Occluder

Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects 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

ソート優先度の低い透過オブジェクトは、優先度の高いオブジェクトの後ろに描画されます。優先度が同じ透過オブジェクトは、バウンドの原点を基点に後ろから前にレンダリングされます。

Lpv Bias Multiplier

Multiplier used to scale the Light Propagation Volume light injection bias, to reduce light bleeding. Set to 0 for no bias, 1 for default or higher for increased biasing (e.g. for thin geometry such as walls)

Bounds Scale

Scales the bounds of the object. This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent.

Use Attach Parent Bound

If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

タグ

TagsCatRef.png

プロパティ

説明

Component Tags

Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

アクティベーション

ActivationCatRef.png

プロパティ

説明

Auto Activate

Whether the component is activated at creation or must be explicitly activated.

イベント

EventsCatRef.png

プロパティ

説明

On Component Hit

Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

On Component Begin Overlap

Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

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

PhysicsVolume の変更時に呼び出されるデリゲートです。

モバイル

MobileCatRef.png

プロパティ

説明

Receive Combined Static and CSM Shadows from Stationary Lights

Mobile only: If enabled this component can receive combined static and CSM shadows from a stationary light. (Enabling will increase shading cost.) If disabled this component will only receive static shadows from stationary lights.

Tags