When this option is set, the object will cast shadows onto other geometry/terrain/etc.
Enables/disables voxelization for GI (this affects indirect occlusion from an object).
Support Second VisareaVisArea
Normally, objects are considered to be in only one VisArea.
When enabled, the entity ignores the use of Vis Areas VisAreas in the level. Multiple Vis Areas can be combined to define the points from where the would be visible/invisible. For more information, please see the Vis Area page.
Set the brush to occlude rain, this works in conjunction with the Rain Entity.
View Distance Ratio
Defines how far from the current camera position the object can be seen.
Exclude From Navigation
When this option is set, the object will not be considered as a part of the AI triangulation system. This ensures that the geometry of the object will not contribute to NavMesh generation and it will not generate any NavMesh on top of the object, or any hole in the NavMesh where the object is placed.
When this option is set, AI will use this object as a hiding spot (using the specified hide point type).
No Dynamic Water
Avoids boolean-merge on any surrounding static that intersects with the first vessel.
No Static Decals
When this option is set, decals will not project onto the object.
Used for the construction of a level occlusion mesh.
|Ignore Terrain Layer Blend||Controls blending with terrain layers. For more information, please refer to the Terrain Layer Blending into Objects page.|
|Ignore Decal Blend||Controls blending with decals. For more information about Decals, please refer to the Decal page.|
Lets you open the Designer Tool to edit the Designer Entity.