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UE3:FracturedStaticMeshPart (UDK)

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UDK Object >> Actor >> FracturedStaticMeshActor >> FracturedStaticMeshPart
Package: 
Engine


Properties[edit]

AsleepRBChannel[edit]

Type: PrimitiveComponent.ERBCollisionChannel

If bChangeRBChannelWhenAsleep is TRUE, RBChannel to switch to when asleep.

Default value: RBCC_GameplayPhysics

BaseFracturedMeshActor[edit]

Type: FracturedStaticMeshActor

Modifiers: transient

Base FracturedStaticMeshActor that this part was spawned off of.

bChangeRBChannelWhenAsleep[edit]

Type: bool

If TRUE, check when piece goes to sleep, and then change its RBChannel.

bCompositeThatExplodesOnImpact[edit]

Type: bool

Indicates that this part consists of more than 1 chunk - and should explode upon impact.

bHasBeenRecycled[edit]

Type: bool

Indicates whether this part has already been recycled and just needs to be initialized to be used again.

CurrentVibrationLevel[edit]

Type: float

If oldvel dot newvel < -DestroyVelChangeThresh, destroy piece.

DestroyPartRadiusFactor[edit]

Type: float

This part will be destroyed if it gets further than BaseFracturedMeshActor's radius * DestroyPartRadiusFactor from BaseFracturedMeshActor.

Default value: 10.0

FracPartGravScale[edit]

Type: float

Additional gravity scaling for fracture pieces

Default value: 2.0

LastImpactSoundTime[edit]

Type: float

Time since last physics impact sound

LastSpawnTime[edit]

Type: float

Last time that this pieces was spawned.

OldVelocity[edit]

Type: Object.Vector

Used to store preview frames velocity, to look for sudden velocity changes.

PartPoolIndex[edit]

Type: int

Used to know index within pool in FractureManager, so we replace it in the free pool.

RelativeScale[edit]

Type: float

Relative Scale of this part (apart from parent scale)*

Default values[edit]

Property Value
bBlockActors False
bMovable True
bNetInitialRotation True
bNoDelete False
bNoEncroachCheck True
bPathColliding False
bWorldGeometry False
Components[0] FracturedStaticMeshComponent'FracturedStaticMeshComponent0'
LifeSpan 15.0
Physics PHYS_RigidBody
TickGroup TG_PostAsyncWork

Subobjects[edit]

FracturedStaticMeshComponent0[edit]

Class: Engine.FracturedStaticMeshComponent

Inherits from: FracturedStaticMeshActor.FracturedStaticMeshComponent0

Property Value
bAcceptsDynamicDecals False
bCastDynamicShadow False
bForceDirectLightMap False
bInitialVisibilityValue False
BlockNonZeroExtent False
BlockZeroExtent False
bSkipRBGeomCreation True
bUseDynamicIBWithHiddenFragments False
bUseDynamicIndexBuffer False
bUsePrecomputedShadows False
bUseSkinnedRendering True
bUseVisibleVertsForBounds True
RBChannel RBCC_FracturedMeshPart
RBCollideWithChannels
Member Value
Default True
EffectPhysics True
FracturedMeshPart True
GameplayPhysics True
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

Initialize[edit]

simulated native function Initialize ()

Revive part, set physics to PHYS_RigidBody, enabled collision etc

RecyclePart[edit]

simulated native function RecyclePart (bool bAddToFreePool)

Reset state of this part - clear mesh reference, put in PHYS_None, disable collision etc

Events[edit]

BreakOffPartsInRadius[edit]

simulated event BreakOffPartsInRadius (Object.Vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles)

Overrides: FracturedStaticMeshActor.BreakOffPartsInRadius

For broken off pieces, we only want to spawn more parts if its a shatterable composite.

Explode[edit]

simulated event Explode ()

Overrides: FracturedStaticMeshActor.Explode

Break off all pieces in one go.

FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: FracturedStaticMeshActor.TakeDamage

Used so weapons etc move parts.

Other instance functions[edit]

TryToCleanUp[edit]

simulated function TryToCleanUp ()

Try to clean up this part if its not seen. If it is seen, keep trying until it isn't.