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蓝图样条网格体组件属性参考

本页面包含了一个在 蓝图样条网格体组件(Blueprint Spline Mesh Components) 中可用属性的参考列表。如果在 蓝图编辑器(Blueprint Editor) 中选择了 蓝图样条网格体组件(Blueprint Spline Mesh Component),是 根组件(Root Component),或者在 关卡编辑器(Level Editor) 中选择了该组件,则显示的属性将略有不同。

属性

变形

TransformCatRef.png

属性

说明

位置(Location)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的位置。

旋转(Rotation)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的旋转。

缩放(Scale)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的缩放。

套接字

SocketsCatRef.png

属性

说明

父套接字(Parent Socket)

当这个组件是 骨架网格体组件(Skeletal Mesh Component)子项(Child)(或带有 套接字(Socket)静态网格体组件(Static Mesh Component))时,您可以指定一个 套接字(Socket)关节(Joint) 来将这个组件附加到其上。

静态网格体

StaticMeshCatRef.png

属性

说明

静态网格体(Static Mesh)

指定要为该组件渲染的 静态网格体(Static Mesh)

材质

MaterialsCatRef.png

属性

说明

元素#(Element #)

一旦在 静态网格体属性(Static Mesh Property) 中指定了一个 静态网格体(Static Mesh),将会出现一些额外的 材质属性(Material Properties)。将基于应用到 静态网格体(Static Mesh)材质ID(Material IDs) 命名这些属性。

样条网格体

SplineMeshCat.png

属性

说明

起始位置(Start Pos)

Start location of spline, in component space.

起始切线(Start Tangent)

Start tangent of spline, in component space.

结束位置(End Pos)

End location of spline, in component space.

结束切线(End Tangent)

End tangent of spline, in component space.

样条向上方向(Spline Up Dir)

Axis (in component space) that is used to determine X axis for co-ordinates along spline.

前向轴(Forward Axis)

Chooses the forward axis for the spline mesh orientation.

高级

SplineMeshCatAdv.png

属性

说明

起始缩放(Start Scale)

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

起始滚动(Start Roll)

Roll around spline applied at start.

起始偏移(Start Offset)

Starting offset of the mesh from the spline, in component space.

结束缩放(End Scale)

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

结束滚动(End Roll)

Roll around spline applied at end.

结束偏移(End Offset)

Ending offset of the mesh from the spline, in component space.

平滑插值滚动缩放(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

样条边界最小值(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

样条边界最大值(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

样条

BPSM_SplineCatRef.png

属性

说明

允许对每个实例进行样条编辑(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

属性

描述

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

形体的质量按千克计。

Angular Damping

'Drag' force added to reduce angular movement

Linear Damping

'Drag' force added to reduce linear movement

Enable Gravity

If object should have the force of gravity applied

约束

Lock Position

When a Locked Axis Mode is selected, will lock translation on the specified axis

属性

描述

Lock X Translation

Lock translation along the X-axis

Lock Y Translation

Lock translation along the Y-axis

Lock Z Translation

Lock translation along the Z-axis

Lock Rotation

When a Locked Axis Mode is selected, will lock rotation to the specified axis

属性

描述

Lock X Rotation

Lock rotation about the X-axis

Lock Y Rotation

Lock rotation about the Y-axis

Lock Z Rotation

Lock rotation about the Z-axis

模式

Locks physical movement along specified axis.

属性

描述

Default

从项目设置继承自由度。

Six DOF

指定冻结旋转和运动所沿的轴。

YZPlane

允许沿 Y-Z 面的 2D 运动。

XZPlane

允许沿 X-Z 面的 2D 运动。

XYPlane

允许沿 X-Y 面的 2D 运动。

Custom Plane

允许沿特定法线面的 2D 运动。

None

无约束。

高级

physicsPropsAdv.png

属性

描述

Auto Weld

If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root

Start Awake

If object should start awake, or if it should initially be sleeping

Center Of Mass Offset

User specified offset for the center of mass of this object, from the calculated location

Mass Scale

Per-instance scaling of mass

Max Angular Velocity

The maximum angular velocity for this instance

Use Async Scene

Override Max Depenetration Velocity

Whether this body instance has its own custom MaxDepenetrationVelocity

Max Depenetration Velocity

The maximum velocity used to depenetrate this object

Override Walkable Slope on Instance

Whether this instance of the object has its own custom walkable slope override setting.

Walkable Slope Override

Custom walkable slope setting for this body.

查阅 可行走斜面 文档中的使用信息。

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

The set of values used in considering when put this body to sleep.

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

Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume()

碰撞

碰撞

collisionProps.png

属性

描述

Simulation Generates Hit Events

Should 'Hit' events fire when this object collides during physics simulation.

Phys Material Override

Allows you to override the PhysicalMaterial to use for simple collision on this body.

Generate Overlap Events

Collision Responses

查阅 碰撞响应参考 文档中的详细内容。

高级

collisionPropsAdv.png

属性

描述

Use CCD

If true Continuous Collision Detection (CCD) will be used for this component

Always Create Physics State

Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers

Multi Body Overlap

If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.

Check Async Scene On Move

Trace Complex On Move

If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. @see MoveComponent()

Return Material On Move

If true, component sweeps will return the material in their hit result. @see MoveComponent(), FHitResult

Can Ever Affect Navigation

确定该组件是否对导航存在潜在影响

照明

LightingCatRef.png

属性

说明

投射阴影(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.

高级

LightingCatRefAdv.png

属性

说明

影响动态间接照明(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.

影响距离场照明(Affect Distance Field Lighting)

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

投射动态阴影(Casts Static Shadows)

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

投射静态阴影(Cast Static Shadow)

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

投射体积半透明阴影(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.

仅自我阴影(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.

投射远阴影(Cast Far Shadow)

When enabled, the component will be rendering into the far shadow cascades (only for directional lights).

投射嵌入阴影(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.

投射电影级阴影(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.

投射隐藏阴影(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.

投射双面阴影(Cast Shadow as Two Sided)

Whether this primitive should cast dynamic shadows as if it were a two sided material.

静态光源(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.

分组光源附件(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.

间接照明缓存质量(Indirect Lighting Cache Quality)

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

来自固定光源的单一样本阴影(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.

照明通道(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.

渲染

RenderingCatRef.png

属性

说明

可见(Visible)

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

隐藏在游戏中(Hidden in Game)

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

高级

RenderingCatRefAdv.png

属性

说明

纹理流送(Texture Streaming)

属性

说明

强制Mip流送(Force Mip Streaming)

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

LOD

属性

说明

最小绘制距离(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.

所需最大绘制距离(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.

当前最大绘制距离(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.

允许剔除距离体积(Allow Cull Distance Volume)

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

细节模式(Detail Mode)

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

在主通道中渲染(Render In Main Pass)

If true, this component will be rendered in the main pass (z prepass, basepass, transparency)

接收贴花(Receives Decals)

Whether the primitive receives decals.

所有者看不到(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.

仅所有者能看到(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.

视为遮挡的背景(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.

用作遮挡物(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.

渲染CustomDepth通道(Render CustomDepth Pass)

If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

CustomDepth模板值(CustomDepth Stencil Value)

Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

半透明排序优先级(Translucency Sort Priority)

排序优先级较低的半透明对象在优先级较高的对象后面绘制。具有相同优先级的半透明对象将根据其边界原点从后到前渲染。

Lpv偏差乘数(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)

边界缩放(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.

使用附加父级边界(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.

标签

TagsCatRef.png

属性

说明

组件标签(Component Tags)

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

激活

ActivationCatRef.png

属性

说明

自动激活(Auto Activate)

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

事件

EventsCatRef.png

属性

说明

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.

在组件开始重叠时(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.

在组件结束重叠时(On Component End Overlap)

Event called when something stops overlapping this component.

在组件唤醒时(On Component Wake)

Event called when the underlying physics objects is woken up.

在组件睡眠时(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.

在单击时(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.

在释放时(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.

物理体积已更改(Physics Volume Changed)

当物理体积更改时将调用的委托。

移动

MobileCatRef.png

属性

说明

从固定灯源接收静态和CSM组合阴影(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