UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSplineMeshComponentDescriptorBase Struct Reference

#include <SplineMeshComponentDescriptor.h>

+ Inheritance diagram for FSplineMeshComponentDescriptorBase:

Public Member Functions

ENGINE_API FSplineMeshComponentDescriptorBase ()
 
ENGINE_API FSplineMeshComponentDescriptorBase (ENoInit)
 
virtual ENGINE_API ~FSplineMeshComponentDescriptorBase ()
 
ENGINE_API USplineMeshComponentCreateComponent (UObject *Outer, FName Name=NAME_None, EObjectFlags ObjectFlags=EObjectFlags::RF_NoFlags) const
 
virtual ENGINE_API void InitFrom (const UStaticMeshComponent *Component, bool bInitBodyInstance=true)
 
virtual ENGINE_API uint32 ComputeHash () const
 
virtual ENGINE_API void InitComponent (USplineMeshComponent *SplineMeshComponent) const
 
ENGINE_API void PostLoadFixup (UObject *Loader)
 
ENGINE_API bool operator!= (const FSplineMeshComponentDescriptorBase &Other) const
 
ENGINE_API bool operator== (const FSplineMeshComponentDescriptorBase &Other) const
 
uint32 GetTypeHash () const
 

Public Attributes

uint32 Hash = 0
 
TSubclassOf< USplineMeshComponentComponentClass
 
TEnumAsByte< EComponentMobility::TypeMobility
 
ERuntimeVirtualTextureMainPassType VirtualTextureRenderPassType
 
ELightmapType LightmapType
 
FLightingChannels LightingChannels
 
int32 RayTracingGroupId
 
ERayTracingGroupCullingPriority RayTracingGroupCullingPriority
 
TEnumAsByte< EHasCustomNavigableGeometry::TypebHasCustomNavigableGeometry
 
ERendererStencilMask CustomDepthStencilWriteMask
 
FBodyInstance BodyInstance
 
int32 VirtualTextureCullMips
 
int32 TranslucencySortPriority
 
int32 OverriddenLightMapRes
 
int32 CustomDepthStencilValue
 
uint8 bCastShadow: 1
 
uint8 bEmissiveLightSource: 1
 
uint8 bCastDynamicShadow: 1
 
uint8 bCastStaticShadow: 1
 
uint8 bCastContactShadow: 1
 
uint8 bCastShadowAsTwoSided: 1
 
uint8 bCastHiddenShadow: 1
 
uint8 bAffectDynamicIndirectLighting: 1
 
uint8 bAffectDynamicIndirectLightingWhileHidden: 1
 
uint8 bAffectDistanceFieldLighting: 1
 
uint8 bReceivesDecals: 1
 
uint8 bOverrideLightMapRes: 1
 
uint8 bUseAsOccluder: 1
 
uint8 bEnableDiscardOnLoad: 1
 
uint8 bRenderCustomDepth: 1
 
uint8 bVisibleInRayTracing: 1
 
uint8 bHiddenInGame: 1
 
uint8 bIsEditorOnly: 1
 
uint8 bVisible: 1
 
uint8 bEvaluateWorldPositionOffset: 1
 
uint8 bReverseCulling: 1
 
uint8 bUseDefaultCollision: 1
 
uint8 bGenerateOverlapEvents: 1
 
uint8 bOverrideNavigationExport: 1
 
uint8 bForceNavigationObstacle: 1
 
uint8 bFillCollisionUnderneathForNavmesh: 1
 
int32 WorldPositionOffsetDisableDistance
 
EShadowCacheInvalidationBehavior ShadowCacheInvalidationBehavior
 
TEnumAsByte< enum EDetailModeDetailMode
 

Friends

uint32 GetTypeHash (const FSplineMeshComponentDescriptorBase &Key)
 

Constructor & Destructor Documentation

◆ FSplineMeshComponentDescriptorBase() [1/2]

FSplineMeshComponentDescriptorBase::FSplineMeshComponentDescriptorBase ( )

◆ FSplineMeshComponentDescriptorBase() [2/2]

FSplineMeshComponentDescriptorBase::FSplineMeshComponentDescriptorBase ( ENoInit  )
explicit

◆ ~FSplineMeshComponentDescriptorBase()

FSplineMeshComponentDescriptorBase::~FSplineMeshComponentDescriptorBase ( )
virtualdefault

Member Function Documentation

◆ ComputeHash()

uint32 FSplineMeshComponentDescriptorBase::ComputeHash ( ) const
virtual

◆ CreateComponent()

USplineMeshComponent * FSplineMeshComponentDescriptorBase::CreateComponent ( UObject Outer,
FName  Name = NAME_None,
EObjectFlags  ObjectFlags = EObjectFlags::RF_NoFlags 
) const

◆ GetTypeHash()

uint32 FSplineMeshComponentDescriptorBase::GetTypeHash ( ) const
inline

◆ InitComponent()

void FSplineMeshComponentDescriptorBase::InitComponent ( USplineMeshComponent SplineMeshComponent) const
virtual

◆ InitFrom()

void FSplineMeshComponentDescriptorBase::InitFrom ( const UStaticMeshComponent *  Component,
bool  bInitBodyInstance = true 
)
virtual

◆ operator!=()

bool FSplineMeshComponentDescriptorBase::operator!= ( const FSplineMeshComponentDescriptorBase Other) const

◆ operator==()

bool FSplineMeshComponentDescriptorBase::operator== ( const FSplineMeshComponentDescriptorBase Other) const

◆ PostLoadFixup()

void FSplineMeshComponentDescriptorBase::PostLoadFixup ( UObject Loader)

Friends And Related Symbol Documentation

◆ GetTypeHash

uint32 GetTypeHash ( const FSplineMeshComponentDescriptorBase Key)
friend

Member Data Documentation

◆ bAffectDistanceFieldLighting

uint8 FSplineMeshComponentDescriptorBase::bAffectDistanceFieldLighting

◆ bAffectDynamicIndirectLighting

uint8 FSplineMeshComponentDescriptorBase::bAffectDynamicIndirectLighting

◆ bAffectDynamicIndirectLightingWhileHidden

uint8 FSplineMeshComponentDescriptorBase::bAffectDynamicIndirectLightingWhileHidden

◆ bCastContactShadow

uint8 FSplineMeshComponentDescriptorBase::bCastContactShadow

◆ bCastDynamicShadow

uint8 FSplineMeshComponentDescriptorBase::bCastDynamicShadow

◆ bCastHiddenShadow

uint8 FSplineMeshComponentDescriptorBase::bCastHiddenShadow

◆ bCastShadow

uint8 FSplineMeshComponentDescriptorBase::bCastShadow

◆ bCastShadowAsTwoSided

uint8 FSplineMeshComponentDescriptorBase::bCastShadowAsTwoSided

◆ bCastStaticShadow

uint8 FSplineMeshComponentDescriptorBase::bCastStaticShadow

◆ bEmissiveLightSource

uint8 FSplineMeshComponentDescriptorBase::bEmissiveLightSource

◆ bEnableDiscardOnLoad

uint8 FSplineMeshComponentDescriptorBase::bEnableDiscardOnLoad

◆ bEvaluateWorldPositionOffset

uint8 FSplineMeshComponentDescriptorBase::bEvaluateWorldPositionOffset

◆ bFillCollisionUnderneathForNavmesh

uint8 FSplineMeshComponentDescriptorBase::bFillCollisionUnderneathForNavmesh

◆ bForceNavigationObstacle

uint8 FSplineMeshComponentDescriptorBase::bForceNavigationObstacle

◆ bGenerateOverlapEvents

uint8 FSplineMeshComponentDescriptorBase::bGenerateOverlapEvents

◆ bHasCustomNavigableGeometry

TEnumAsByte<EHasCustomNavigableGeometry::Type> FSplineMeshComponentDescriptorBase::bHasCustomNavigableGeometry

◆ bHiddenInGame

uint8 FSplineMeshComponentDescriptorBase::bHiddenInGame

◆ bIsEditorOnly

uint8 FSplineMeshComponentDescriptorBase::bIsEditorOnly

◆ BodyInstance

FBodyInstance FSplineMeshComponentDescriptorBase::BodyInstance

◆ bOverrideLightMapRes

uint8 FSplineMeshComponentDescriptorBase::bOverrideLightMapRes

◆ bOverrideNavigationExport

uint8 FSplineMeshComponentDescriptorBase::bOverrideNavigationExport

◆ bReceivesDecals

uint8 FSplineMeshComponentDescriptorBase::bReceivesDecals

◆ bRenderCustomDepth

uint8 FSplineMeshComponentDescriptorBase::bRenderCustomDepth

◆ bReverseCulling

uint8 FSplineMeshComponentDescriptorBase::bReverseCulling

◆ bUseAsOccluder

uint8 FSplineMeshComponentDescriptorBase::bUseAsOccluder

◆ bUseDefaultCollision

uint8 FSplineMeshComponentDescriptorBase::bUseDefaultCollision

◆ bVisible

uint8 FSplineMeshComponentDescriptorBase::bVisible

◆ bVisibleInRayTracing

uint8 FSplineMeshComponentDescriptorBase::bVisibleInRayTracing

◆ ComponentClass

TSubclassOf<USplineMeshComponent> FSplineMeshComponentDescriptorBase::ComponentClass

◆ CustomDepthStencilValue

int32 FSplineMeshComponentDescriptorBase::CustomDepthStencilValue

◆ CustomDepthStencilWriteMask

ERendererStencilMask FSplineMeshComponentDescriptorBase::CustomDepthStencilWriteMask

◆ DetailMode

TEnumAsByte<enum EDetailMode> FSplineMeshComponentDescriptorBase::DetailMode

◆ Hash

uint32 FSplineMeshComponentDescriptorBase::Hash = 0
mutable

◆ LightingChannels

FLightingChannels FSplineMeshComponentDescriptorBase::LightingChannels

◆ LightmapType

ELightmapType FSplineMeshComponentDescriptorBase::LightmapType

◆ Mobility

TEnumAsByte<EComponentMobility::Type> FSplineMeshComponentDescriptorBase::Mobility

◆ OverriddenLightMapRes

int32 FSplineMeshComponentDescriptorBase::OverriddenLightMapRes

◆ RayTracingGroupCullingPriority

ERayTracingGroupCullingPriority FSplineMeshComponentDescriptorBase::RayTracingGroupCullingPriority

◆ RayTracingGroupId

int32 FSplineMeshComponentDescriptorBase::RayTracingGroupId

◆ ShadowCacheInvalidationBehavior

EShadowCacheInvalidationBehavior FSplineMeshComponentDescriptorBase::ShadowCacheInvalidationBehavior

◆ TranslucencySortPriority

int32 FSplineMeshComponentDescriptorBase::TranslucencySortPriority

◆ VirtualTextureCullMips

int32 FSplineMeshComponentDescriptorBase::VirtualTextureCullMips

◆ VirtualTextureRenderPassType

ERuntimeVirtualTextureMainPassType FSplineMeshComponentDescriptorBase::VirtualTextureRenderPassType

◆ WorldPositionOffsetDisableDistance

int32 FSplineMeshComponentDescriptorBase::WorldPositionOffsetDisableDistance

The documentation for this struct was generated from the following files: