Brush Entity

FuncDetail

A brush that renders normally but is excluded from BSP tree compilation and does not cast shadows. Used for decorative geometry that would otherwise create unnecessary BSP splits.

Universal Inputs

These inputs are available on every entity in the engine, not just this one.

Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details.
AddVelocity x,y,z Adds the given vector to the entity's current velocity.
SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity.
SetPosition x,y,z Teleports the entity to the given world position.
SetScale x,y,z Sets the entity's scale.
SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees.
AddImpulse x,y,z Applies an instantaneous physics impulse to the entity.
Destroy Despawns this entity on the next frame.

Notes

FuncDetail exists purely as a compiler hint. It renders and collides identically to a normal world brush, but the BSP compiler treats it as invisible when building the tree. This means it will not cause the compiler to split other brushes around it, which keeps the BSP tree clean and compile times fast.

Use it for:

  • Decorative trim, pipes, railings, and small architectural details that don’t need to affect visibility or portals

Do not use it for structural geometry like floors, walls, or ceilings. Those brushes need to be part of the BSP tree so that the compiler can correctly seal the map and generate portals.

FuncDetail does not cast shadows. If a piece of geometry needs to cast shadows it should remain a world brush. This behavior may possibly be changed in the future.