UStreamableRenderAsset > UObject
A StaticMesh is a piece of geometry that consists of a static set of polygons. Static Meshes can be translated, rotated, and scaled, but they cannot have their vertices animated in any way. As such, they are more efficient to render than other types of geometry such as USkeletalMesh, and they are often the basic building block of levels created in the engine.
Member | Type | Offset | Share |
---|---|---|---|
MinLOD | FPerPlatformInt | 0x60 | |
LpvBiasMultiplier | float | 0x64 | |
StaticMaterials | TArray<FStaticMaterial> | 0x68 | |
LightmapUVDensity | float | 0x78 | |
LightMapResolution | int32_t | 0x7c | |
LightMapCoordinateIndex | int32_t | 0x80 | |
DistanceFieldSelfShadowBias
Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices. |
float | 0x84 | |
BodySetup | UBodySetup* | 0x88 | |
LODForCollision
Specifies which mesh LOD to use for complex (per-poly) collision. |
int32_t | 0x90 | |
bGenerateMeshDistanceField : 1 | char | 0x94 | |
bStripComplexCollisionForConsole : 1 | char | 0x94 | |
bHasNavigationData : 1 | char | 0x94 | |
bSupportUniformlyDistributedSampling : 1 | char | 0x94 | |
bSupportPhysicalMaterialMasks : 1 | char | 0x94 | |
bIsBuiltAtRuntime : 1 | char | 0x94 | |
bAllowCPUAccess : 1 | char | 0x94 | |
bSupportGpuUniformlyDistributedSampling : 1 | char | 0x95 | |
Sockets
Array of named socket locations, set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the StaticMeshComponent. |
TArray<UStaticMeshSocket*> | 0xb8 | |
PositiveBoundsExtension | FVector | 0xd8 | |
NegativeBoundsExtension | FVector | 0xe4 | |
ExtendedBounds | FBoxSphereBounds | 0xf0 | |
ElementToIgnoreForTexFactor
Index of an element to ignore while gathering streaming texture factors. |
int32_t | 0x10c | |
AssetUserData
Array of user data stored with the asset |
TArray<UAssetUserData*> | 0x110 | |
EditableMesh | UObject* | 0x128 | |
NavCollision | UNavCollisionBase* | 0x130 |