User Guide (Version 1.14)


Component entity system is in preview release and is subject to change.

The Mesh component is the primary tool for adding visual geometry to entities. This component also features key controls and options for using the engine's basic rendering features. The supported geometry type is meshes (.cgf).

Mesh Component Properties

The Mesh component has the following properties:


The entity is visible.

Mesh asset

Asset file for the mesh entity.

Material override

Specifies an override material.


The Mesh has the following options.


The entity's degree of transparency.

Max view distance

Maximum distance from which this entity can be viewed.

View distance multiplier

Adjusts the maximum view distance. If set to 1.0, then the default maximum view distance is used. For example, 1.1 extends the default by 10%.

LOD distance ratio

Sets the level of detail (LOD) ratio over distance.

Cast shadows

Casts shadow maps.

Use VisAreas

Allows vis areas to control the component's visibility.


The Mesh component has the following advanced options.


A mesh is static with the static transform enabled. A static mesh can move or deform only when the Receive Wind or Deformable Mesh options are enabled.

A static mesh displays more options than a dynamic mesh. Note that dynamic meshes do not affect nav meshes. You can use static objects for more optimal paths during rendering and processing. We recommend that you create static meshes whenever possible. For more information about the static transform, see Transform Component Properties.

Rain occluder

The entity blocks or stops dynamic raindrops.

Affect dynamic water

The entity generates ripples in dynamic water.

Receive wind

The entity is affected by wind.

Accept decals

The entity can receive decals.

Affect navmesh

The entity affects navmesh generation.

Visibility occluder

The entity can block visibility of other objects.

Deformable mesh

If selected, allows static mesh assets to deform that have specific dynamic data. For example, you can have a mesh deform asset that is stationary.


If you select the Receive wind or Deformable mesh options, the entity transform remains static, but the mesh is considered dynamic.