FracturedBaseComponent¶
Class in Engine · Engine.FracturedBaseComponent · native, abstract
Object › Component › ActorComponent › PrimitiveComponent › MeshComponent › StaticMeshComponent › FracturedBaseComponent
Subclasses: FracturedSkinnedMeshComponent, FracturedStaticMeshComponent
Using it from Lua
Properties¶
| Name | Type | Notes |
|---|---|---|
bInitialVisibilityValue | bool | const, protected |
bResetStaticMesh | int | const, transient, protected |
bUseDynamicIBWithHiddenFragments | bool | const, protected |
bUseDynamicIndexBuffer | bool | const, protected |
bVisibilityHasChanged | bool | transient, protected |
bVisibilityReset | bool | const, transient, protected |
ComponentBaseResources | pointer | const, transient, native, protected |
NumResourceIndices | int | const, private |
ReleaseResourcesFence | RenderCommandFence_Mirror | const, transient, native, protected |
VisibleFragments | array | const, transient, protected |
Functions¶
| Name | Declaration |
|---|---|
GetNumFragments | native function int GetNumFragments() |
GetNumVisibleFragments | native function int GetNumVisibleFragments() |
GetVisibleFragments | native simulated function array |
IsFragmentVisible | native simulated function bool IsFragmentVisible(INT FragmentIndex) |
SetStaticMesh | native simulated function bool SetStaticMesh(StaticMesh NewMesh, optional bool bForce) |
Default values¶
bUseDynamicIndexBuffer=true
bInitialVisibilityValue=true
bAcceptsDecalsDuringGameplay=FALSE
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=TRUE
Inherited¶
| From | Members |
|---|---|
| StaticMeshComponent | 23 properties, 4 functions |
| MeshComponent | 1 properties, 6 functions |
| PrimitiveComponent | 107 properties, 46 functions |
| ActorComponent | 7 properties, 4 functions |
| Component | 2 properties, 0 functions |
| Object | 13 properties, 308 functions |