{% hint style="info" %} See the Comprehensive Component Hierarchy List for all possible components used in the game, organized by hierachy. Use for researching and documenting components.
For a json dump of all existing components and their properties, check DrPresto's github repository.
For a hands-on guide on how to safely change components in .app files, look here. {% endhint %}
{% hint style="warning" %} Your favourite kind of mesh component is the #entgarmentskinnedmeshcomponent, as it does not have any physics properties that can crash the game.
The #entskinnedclothcomponent's physics properties can be responsible for crashes if you edit the linked mesh. {% endhint %}
depotPath | Loads a .mesh |
---|---|
chunkMask | Defines visibility of individual submeshes |
meshAppearance | Selects an entry from the mesh's appearances array |
castShadows |
Enables/disables real-time shadows |
forceLODLevel | Force level-of-detail-lod.md |
entGarmentSkinnedMeshComponent
Can be used interchangeably with entSkinnedMeshComponent
.
This is the good kind of mesh component, the one that will work without trouble, as opposed to entSkinnedClothComponent.
entSkinnedMeshComponent
entSkinnedClothComponent
Like ent(Garment)SkinnedMeshComponent, but with a physicalMesh
and physics.
Usually comes together with an entAnimatedComponent (they're usually named collar
for clothes and dangle
for hair and accessories).
The physics will cause crashes if you alter the mesh file (yes, even if it's just a refit). As an alternative, you can use a regular mesh component together with #entanimatedcomponent.
entAnimatedComponent
Adds physics to garments and hair meshes. This is the "safe" way of doing it, opposed to #entskinnedclothcomponent, which can cause crashes.
entMeshComponent
Used for components on low levels of details such as proxies and shadow meshes.
Please see effect-components.md for details
gameDismembermentComponent
Defines dismemberment rules for NPCs. (TBD: ???)
gameinteractionsComponent
Adds interaction prompt to entity. (Shouldn't work without gameTargetingComponent, but this hasn't been double-checked.)
entColliderComponent
WIP
gameTargetingComponent
Allows targeting via CET.
gameScanningComponent
WIP