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Version: bleeding-edge 🩸

🏠 StaticMesh

A StaticMesh entity represents a Mesh which can be spawned in the world, can't move and is more optimized for using in decorating the world.


πŸ’‚Authority
This class can be spawned on both 🟧 Client and 🟦 Server side (if you spawn it on client, it won't be synchronized with other players).
πŸ‘ͺInheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable.
πŸ§‘β€πŸ’»API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

Static Meshes are like Props, but with fewer interaction options. Static Meshes are aimed to offer better performance on spawning Static "objects" in the world than Props.

tip

Automatically all StaticMeshActors present in the Level will be loaded as a StaticMesh entity in the client side.

πŸ›  Constructors​

Default Constructor

local my_staticmesh = StaticMesh(location, rotation, static_mesh_asset, collision_type?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
static_mesh_asset Required parameter No description provided
collision_typeCollisionType.AutoNo description provided

πŸ—Ώ Static Functions​

Inherited Entity Static Functions
StaticMesh inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
of Base EntityReturns a table containing all Entities of the class this is called on
Base EntityReturns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This class doesn't have own static functions.

🦠 Functions​

Inherited Entity Functions
StaticMesh inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
StaticMesh inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Base ActorGets all Actors attached to this Actor
Base Actor or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets if this Actor was recently rendered on screen
Inherited Paintable Functions
StaticMesh inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
Resets the material from the specified index to the original one
Sets the material at the specified index of this Actor
Sets a Color parameter in this Actor's material
Sets the material at the specified index of this Actor to a Canvas object
Sets the material at the specified index of this Actor to a SceneCapture object
Sets the material at the specified index of this Actor to a WebUI object
Sets a Scalar parameter in this Actor's material
Sets a texture parameter in this Actor's material to an image on disk
Sets a Vector parameter in this Actor's material
Overrides this Actor's Physical Material with a new one
ReturnsNameDescription
Gets the Asset path mesh used
Gets a Socket Transform in world space given a bone name
Gets if this StaticMesh is from the Level
Changes the mesh in runtime

GetMesh

Gets the Asset path mesh used

β€” Returns (asset path).

local ret = my_staticmesh:GetMesh()

See also SetMesh.


GetSocketTransform

Gets a Socket Transform in world space given a bone name

β€” Returns ().

local ret = my_staticmesh:GetSocketTransform(socket_name)
TypeParameterDefaultDescription
socket_name Required parameter No description provided

IsFromLevel

Gets if this StaticMesh is from the Level

β€” Returns (if this StaticMesh is from the level).

local ret = my_staticmesh:IsFromLevel()

SetMesh

Changes the mesh in runtime

my_staticmesh:SetMesh(static_mesh_asset)
TypeParameterDefaultDescription
static_mesh_asset Required parameter asset

See also GetMesh.

πŸš€ Events​

Inherited Entity Events
StaticMesh inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
StaticMesh inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
Triggered when an Actor changes it's dimension
This class doesn't have own events.