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ComponentsReference
Components Reference
Document Summary: A description of the various components utilized in the Unreal Engine. Document Changelog: Created by Andrew Scheidecker. Updated by Scott Sherman.- Components Reference
- PrimitiveComponent
- ArrowComponent
- AudioComponent
- CylinderComponent
- DynamicLightEnvironmentComponent
- HeightFogComponent
- LineBatchComponent
- ParticleSystemComponent
- Light Components
- SceneCaptureComponent
- SceneCapture2DComponent
- SceneCaptureCubeMapComponent
- SceneCaptureReflectComponent (Dynamic Reflections)
- SceneCapturePortalComponent
- SpriteComponent
- WindDirectionalSourceComponent
- WindPointSourceComponent
PrimitiveComponent
| Collision Property | Description | Default |
|---|---|---|
| BlockRigidBody | If True, the component will block Rigid Bodies. | False |
| RBChannel | Indicates what type of object this should be considered for rigid body collision. | RBCC_Default |
| RBCollideWithChannels | Types of objects that this physics objects will collide with. | None |
| Lighting Property | Description | Default |
| bAcceptsDynamicLights | Whether the primitive is affected by dynamic lights. | True |
| bAcceptsLights | Whether the primitive is affected by any light. | False |
| bAllowAmbientOcclusion | Controls whether ambient occlusion should be allowed on or from this primitive, only has an effect on movable primitives. Note that setting this flag to FALSE will negatively impact performance. | True |
| bCastDynamicShadow | Whether the primitive should cast a dynamic shadow. | True |
| bCastHiddenShadow | Whether the primitive should cast a shadow when HiddenGame is true. | False |
| bForceDirectLightMap | If True, forces all static lights to use lightmaps for this primitive, regardless of the light's UseDirectLightMap property. | False |
| bUsePrecomputedShadows | Whether the primitive should use shadowmaps (static shadows). | False |
| CastShadow | Whether to cast any shadows or not. | False |
| LightingChannels | Lighting channels controls light/primitive interaction. Interaction is only allowed if at least one channel is shared. | None |
| Physics Property | Description | Default |
| bFluidDrain | Whether this object should act as a 'drain' for fluid, and destroy fluid particles when they contact it. | False |
| bFluidTwoWay | Whether fluid interaction with this object should be 'two-way' - that is, force should be applied to both fluid and object. | False |
| bIgnoreRadialForce | Will ignore radial forces applied to this component. | False |
| bIgnoreRadialImpulse | Will ignore radial impulses applied to this component. | False |
| bNotifyRigidBodyCollision | Whether the OnRigidBodyCollision function should be called for physics collisions involving this PrimitiveComponent. | False |
| bUseEffectScene | Whether to run physics for this object in a separate 'effect' scene that contains no world geometry, but is ticked after PostAsyncWork (but before the final component updating). | False |
| bUseHardwareScene | Whether this should be placed in a hardware scene. | False |
| PhysMaterialOverride | Allows you to override the PhysicalMaterial to use for this PrimitiveComponent. | None |
| PrimitiveComponent Property | Description | Default |
| AbsoluteRotation | If True, the Rotation will be in world units (as opposed to relative to the Actor). | False |
| AbsoluteScale | If True, the Scale will be in world units (as opposed to relative to the Actor). | False |
| AbsoluteTranslation | If True, the Translation offset will be in world coordinates (as opposed to relative to the Actor). | False |
| bIgnoreHiddenActorsMembership | (Hack to allow the primitive to be rendered even if the parent actor is part of the camera's HiddenActors array.) | False |
| Rotation | Sets the rotation offset of the component. | (Pitch 0, Roll 0, Yaw 0) |
| Scale | Sets the uniform scale of the component. | 1.0 |
| Scale3D | Sets the scale of the component per axis. | (1, 1, 1) |
| Translation | Sets the position offset of the component. | (0, 0, 0) |
| Rendering Property | Description | Default |
| bAcceptsDecals | Whether the primitive will accept any decals. | False |
| bAcceptsDecalsDuringGameplay | Whether the primitive will accept decals that are spawned during gameplay. Treated as False if bAcceptDecals is False. | True |
| bAllowApproximateOcclusion | If True, this primitive will not need exact occlusion information. | False |
| bForceMipStreaming | If True, forces all the primitive's textures to be fully loaded (with all mips) whenever its level is loaded. | False |
| bOnlyOwnerSee | If True, this primitive will only be visible when the view actor is the component's owner (directly or indirectly). | False |
| bOwnerNoSee | If True, this primitive will be invisible when the view actor is the component's owner (directly or indirectly). | False |
| bUseAsOccluder | Whether this primitive should be used to occlusion cull other primitives. | False |
| CullDistance | The distance where this primitive should be culled. 0 is treated as 'unlimited'. The distance calculation uses the center of the primitive's bounding sphere. | 0.0 |
| DepthPriorityGroup | Which scene depth priority group to draw the primitive in. | SDPG_World |
| HiddenEditor | Whether this primitive should be hidden in the editor. | False |
| HiddenGame | Whether this primitive should be hidden in the game. | False |
| MotionBlurScale | Adjusts how blurry this primitive will be when it's motion blurred. 0.0 turns off motion blur for this primitive. | 1.0 |
StaticMeshComponent
Extends upon PrimitiveComponent.
| AdvancedLighting Property | Description | Default |
|---|---|---|
| bUseSubDivisions | If True, use subdivisions instead of just the triangle vertices for static vertex lighting. | True |
| MaxSubDivisions | Maximum number of subdivisions. | 8 |
| MinSubDivisions | Minimum number of subdivisions, needs to be at least 2. | 2 |
| SubDivisionStepSize | Subdivision step size for static vertex lighting. | 16 |
| Rendering Property | Description | Default |
| Materials | The assigned StaticMesh will have its own Materials assigned to it, but if you wish to change them, you can add fields to this array and then assign the selected Material in the generic browser, with the Use button. | Empty |
| StaticMeshComponent Property | Description | Default |
| bIgnoreInstanceForTextureStreaming | Ignore this instance of this static mesh when calculating texture streaming information. This can be useful when doing things like applying character textures to static geometry, to avoid them using distance-based streaming. | False |
| bOverrideLightMapResolution | Whether to override the lightmap resolution defined in the static mesh. | True |
| OverriddenLightMapResolution | Lightmap resolution to use if bOverrideLightMapResolution is True. | 0 |
| StaticMesh | The assigned StaticMesh. | None |
| WireframeColor | Color to use when drawing the StaticMesh in wireframe. | Blue-Green |
| Collision Property | Default |
|---|---|
| BlockRigidBody | True |
| Lighting Property | Default |
| bAcceptsLights | True |
| bUsePrecomputedShadows | True |
| CastShadow | True |
| Rendering Property | Default |
| bAcceptsDecals | True |
| bUseAsOccluder | True |
SkeletalMeshComponent
With this component you can place a SkeletalMesh into your level. Note that this is not a pawn that you can assign AI Scripts to but more like a statue in the level in the shape of a SkeletalMesh.
| Property | Description | Default |
|---|---|---|
| SkeletalMesh | Here you can assign a SkeletalMesh | None |
| Animations | This feature has not yet been documented. | None |
| PhysicsAsset | This feature has not yet been documented. | None |
| Attachments | This feature has not yet been documented. | None |
| Materials | The assigned SkeletalMesh will have its own Materials assigned to it, but if you wish to change them, you can add fields to this array and then assign the selected Material in the Generic Browser, with the Use button. | None |
ArrowComponent
This Component is used for showing the direction of an Actor (such as in a SpotLight Actor). Here are all of the fields alterable under the ArrowComponent tab:
| Property | Description | Default |
|---|---|---|
| ArrowColor | Sets the color of the arrow (color picker available) | Red |
| ArrowSize | the factor by which the length of the neck of the arrow is multiplied. (1 = 48 units long, 2 = 96 units long, 10 = 480 units long) | 1.0 |
AudioComponent
This Component defines additional per instance properties for a playing sound. Most of the properties (delay, looping, attenuation, etc.) are stored in the sound cue.| Property | Description | Default |
|---|---|---|
| Sound | The name of the sound file assigned to this actor | None |
| InstanceParameters | Used to pass information into the SoundNodeWaveParam sound node | Empty |
| PitchMultiplier | Used to play a sound at a higher or lower frequency | 1.0 |
| PriorityMultiplier | Used to prioritise sounds; the higher the value, the less likely the sound will be dropped | 1.0 |
| SoundCue | The sound cue to be played | None |
| VolumeMultiplier | Used to make sounds quieter or louder; 0.0 is completely silent, 1.0 is full volume. | 1.0 |
CylinderComponent
This Component creates a non-visible in game cylinder that can be used to detect collisions between other Actors. In order to activate the blocking aspect of this component, you must set the proper settings under the main collision tab in the Actors properties (not the seemingly relevant fields within the Components tab pictured below).
| Property | Description | Default | |
|---|---|---|---|
| CollisionHeight | This value is half of the total height of the collision cylinder | 22.0 | |
| CollisionRadius | This is the radius of the collision cylinder | 22.0 |
DynamicLightEnvironmentComponent
DynamicLightEnvironmentComponent samples the static lights affecting the actor, and creates a fixed number of lights to represent it. See LightEnvironments for more information on using DynamicLightEnvironmentComponent.| Property | Description | Default |
|---|---|---|
| bEnabled | Changes whether the actor will use the DynamicLightEnvironmentComponent, or normal lighting. | True |
| LightVisibilityRefreshTime | The seconds that the actor's static shadowing will be cached between updates. | 0.2 |
| InvisibleUpdateTime | The seconds between light environment updates when the actor isn't visible. | 2.0 |
| EnvironmentTransitionTime | The seconds it takes to crossfade between light environment changes. | 0.3 |
| MinTimeBetweenFullUpdates | The minimum number of seconds between light environment updates. | 0.15 |
| AmbientShadowColor | The color of the environment's ambient shadow-only light. | R=0.15 G=0.15 B=0.15 |
| AmbientShadowSourceDirection | The direction of the environment's ambient shadow-only light. | X=0 Y=0 Z=1 |
HeightFogComponent
See HeightFog.LineBatchComponent
This is an internal component that speeds up line drawing. It cannot be editted. Nothing to see here.ParticleSystemComponent
The ParticleSystemComponent represents an instance of a particle system. Typically, it is found under the properties of an AEmitter actor that has been placed in a level.
| Property | Description | Default |
|---|---|---|
| bAutoActivate | Indicates whether the particle system will activate automatically at level start. | TRUE |
| bResetonDetach | Indicates the particle system should reset when detached from the scene. | FALSE |
| InstanceParameters | An array of parameters sets specifically for this instance of the particle system. | EMPTY |
| SecondsBeforeInactive | The number of seconds the system should wait while not being rendered before de-activating itself. | 0.0 for PSysComp default, 1.0 for AEmitter usage |
| Template | The UParticleSystem to use as the template for the component. | EMPTY |
Light Components
For more information about lighting visit LightingReference, ShadowingReference and MasteringUnrealIntroToLighting.Common Light Properties
Properties that are common for all lights.
| Property | Description | Default |
|---|---|---|
| bCastCompositeShadow | If True the light will contribute to the composite shadow for primitives which use a composite light environment. | True |
| bEnabled | Whether the light is enabled or not. | True |
| bForceDynamicLight | If True the light will be dynamic - producing dynamic stencil shadows and not using pre-calculated lighting in lightmaps or shadowmaps. | False |
| bOnlyAffectSameAndSpecifiedLevels | Whether to only affect primitives that are in the same level or in one of the explitly specified levels. | False |
| Brightness | This determines the brightness of the light. | 1.0 |
| bUseVolumes | Whether to use the inclusion and exclusion volumes. | False |
| CastDynamicShadows | Whether the light should produce shadows from primitives that can cast dynamic shadows. | True |
| CastShadows | Whether the CastDynamicShadows and CastStaticShadows properties are used or not. | True |
| CastStaticShadows | Whether the light should produce shadows from primitives that can cast static shadows. | True |
| ExlusionVolumes | If bUseVolumes is True, primitives who touch one or more of these volumes will not be affected by the light, overriding the InclusionVolumes. | Empty |
| Function | Optional light function to project from the light. | None |
| Function -> Scale | The size of the light function in light space, where Z points out from the light and X and Y make up the perpendicular (texture) plane. | (1024,1024,1024) |
| Function -> SourceMaterial | The material to use for the light function projection. This is a requred field, and the material must have bUsedAsLightFunction set to True. Only the Emmissive output is used from the material. | Empty |
| InclusionVolumes | If bUseVolumes is True, primitives must touch one or more of these volumes to be affected by the light. | Empty |
| LightAffectsClassification | This property is for organizational purposes. With this, you can look at an existing light and understand the purpose of it. It's also useful for searches. For instance, you can search for all lights that affects dynamic objects and then show which ones are not explicitly set to Dynamic Affecting. | LAC_DYNAMIC_AND_STATIC_AFFECTING |
| LightColor | The color of the light (color picker available) | White |
| LightingChannels | The light will only affect primitives where there is an overlap between their lighting channels. See also LightingChannels | BSP/Static/Dynamic/CompositeDynamic |
| LightShadowMode | Type of shadowing used. Note that LightShadow_Normal requires the shadow receiver to be dynamically lit to show any shadows. See also ModulatedShadows. | LightShadow_Normal |
| MaxShadowResolution | Maximum resolution of the shadow buffer. If 0, it will use the value specified in BaseEngine.ini. A projected shadow will fade out as it approaches the minimum resolution. | 0 |
| MinShadowResolution | Miniimum resolution of the shadow buffer. If 0, it will use the value specified in BaseEngine.ini. | 0 |
| ModShadowColor | Shadow color, if LightShadowMode is set to LightShadow_Modulate. | Black |
| OtherLevelsToAffect | The set of other levels to affect if bOnlyAffectSameAndSpecifiedLevels is True. | Empty |
| ShadowProjectionTechnique | Specifies which technique to use to filter projected shadows. See also ShadowBufferFilteringOptions. | ShadowProjTech_Default |
| UseDirectLightMap | If True, the light will be precalculated into lightmaps for static geometry. | False |
DirectionalLightComponent
Additional properties for a DirectionalLightComponent. See also LightingReference: DirectionalLight.
| Property | Description | Default |
|---|---|---|
| TraceDistance | Maximum distance between two objects in order to produce a shadow. | 100000.0 |
PointLightComponent
Additional properties for a PointLightComponent. See also LightingReference: PointLight.
| Property | Description | Default |
|---|---|---|
| FalloffExponent | How fast the light intensity falls off. Higher values make the light fade out quicker. | 2.0 |
| Radius | Maximum radius of the light, at which point the light drops off to complete darkness. | 1024.0 |
| ShadowFalloffExponent | Works as FalloffExponent, but for modulated shadows. | 2.0 |
| Translation | With this property, the light can be moved away from the actor's position. | (0, 0, 0) |
| Property | Default |
|---|---|
| bCastCompositeShadow | False |
| CastDynamicShadows | False |
| LightAffectsClassification | LAC_STATIC_AFFECTING |
| UseDirectLightMap | True |
| LightingChannels | BSP/Static/CompositeDynamic |
SkyLightComponent
Additional properties for a SkyLightComponent. See also LightingReference: Skylight.
| Property | Description | Default |
|---|---|---|
| LowerBrightness | Controls the brightness of the lower hemisphere of the skylight. | 0.0 |
| LowerColor | Light color for the lower hemisphere of the skylight. | White |
| Property | Default |
|---|---|
| CastShadows | False |
| LightAffectsClassification | LAC_USER_SELECTED |
SpotLightComponent
Additional properties for a SpotLightComponent. See also LightingReference: SpotLight.
| Property | Description | Default |
|---|---|---|
| FalloffExponent | How fast the light intensity falls off. Higher values make the light fade out quicker. | 2.0 |
| InnerConeAngle | Determines how large the inner cone is (in degrees). The light within the inner cone has full brightness. | 0.0 |
| OuterConeAngle | Determines how large the outer cone is (in degrees). The light within the outer cone falls off gradually. | 44.0 |
| Radius | Maximum radius of the light, at which point the light drops off to complete darkness. | 1024.0 |
| ShadowFalloffExponent | Works as FalloffExponent, but for modulated shadows. | 2.0 |
| Translation | With this property, the light can be moved away from the actor's position. | (0, 0, 0) |
| Property | Default |
|---|---|
| bCastCompositeShadow | False |
| CastDynamicShadows | False |
| LightAffectsClassification | LAC_STATIC_AFFECTING |
| UseDirectLightMap | True |
| LightingChannels | BSP/Static/CompositeDynamic |
SceneCaptureComponent
All SceneCaptureComponent types have a set of common properties that can be modified.| Property | Description | Default |
|---|---|---|
| TextureTarget | Render-to-texture resource for the resulting scene capture. Note that the scene capture won't render anything unless it has an assigned target texture. | None |
| bEnablePostProcess | Toggles the post processing step that is applied to the scene | False |
| bEnableFog | Toggles any height fog rendering | False |
| ClearColor | The background clear color for the texture target | Color(0,0,0) |
| ViewMode | Enumerates the differnet view and lighting configurations | SceneCapView_LitNoShadows |
| SceneLOD | Sets the maximum Level of Detail (LOD) setting for all geometry in the scene | (Currently not implemented) |
| FrameRate | Sets the FPS (Frames per Second) rate to capture the scene | 30 Hz |
| PostProcess | Post process chain to be used by the capture | None |
| Mode | Description |
| SceneCapView_Lit | Default rendering mode for UE3 scenes with dynamic shadows and lighting |
| SceneCapView_Unlit | No shadows or lighting passes are used when rendering the scene |
| SceneCapView_LitNoShadows | Same as the default lit rendering mode but without dynamic shadows |
| SceneCapView_Wire | All geometry in the scene is rendered using wireframe mode |
SceneCapture2DComponent
This component handles rendering 2D captures.| Property | Description | Default |
|---|---|---|
| Common SceneCaptureComponent properties | ||
| FieldOfView | The horizontal field of view used to calculate the view projection | 80 deg |
| NearPlane | The screen aligned view distance that represents the near clip plane | 20 |
| FarPlane | The screen aligned view distance that represents the far clip plane | 500 |
| bUpdateMatrices | If this flag is set to false then the view and projection matrices are not automatically updated, and they can be set manually | True |
SceneCaptureCubeMapComponent
This component handles rendering the six capture passes for each face of a cube map render target texture.| Property | Description | Default |
|---|---|---|
| Common SceneCaptureComponent properties | ||
| NearPlane | The screen aligned view distance that represents the near clip plane | 20 |
| FarPlane | The screen aligned view distance that represents the far clip plane | 500 |
SceneCaptureReflectComponent (Dynamic Reflections)
This component handles rendering the scene using a mirror plane to flip the current view and to clip all the geometry that is behind the plane.| Property | Description | Default |
|---|---|---|
| Common SceneCaptureComponent properties | ||
| ScaleFOV | not used | 0 |
SceneCapturePortalComponent
This component renders the scene as if it was viewed through a portal at another location.| Property | Description | Default |
|---|---|---|
| Common SceneCaptureComponent properties | ||
| ViewDestination | The actor at the view location for this portal | None |
| ScaleFOV | not used | 0 |
SpriteComponent
This Component creates an icon at the center of the placed Actor that always faces the camera. It is mainly used in the editor and is not normally found as an edittable property.| Property | Description | Default |
|---|---|---|
| Sprite | Here you can set what texture will be displayed (a texture -not a material, must be used) | Texture2D'EngineResources.S_Actor' |
| bIsScreenSizeScaled | Whether to scale with the screen size, or leave the same dimensions as the screen changes size | false |
| ScreenSize | The sprite has the size of this fraction of the screen size in each dimension | 0.1 |
WindDirectionalSourceComponent
This feature has not yet been documented.
| Property | Description | Default |
|---|---|---|
| Strength | 1.0 | |
| Phase | 0.0 | |
| Frequency | 1.0 |
WindPointSourceComponent
This feature has not yet been documented.
| Property | Description | Default |
|---|---|---|
| Strength | 1.0 | |
| Phase | 0.0 | |
| Frequency | 1.0 | |
| Radius | 1.0 | |
| Duration | 0.0 |