Mostly Harmless
UE3:FractureManager (UDK)
- Package:
- Engine
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Constants[edit]
FSM_DEFAULTRECYCLETIME[edit]
Value: 0.2
Properties[edit]
Property group 'FractureManager'[edit]
bEnableAntiVibration[edit]
Type: bool
If TRUE, look for vibrating FSM parts and kill them
bEnableSpawnChunkEffectForRadialDamage[edit]
Type: bool
If TRUE, spawn effect for chunks falling off when doing radial damage (ie removing many chunks at once)
DestroyMinAngVel[edit]
Type: float
Min angular velocity of part to be killed by vibration detection code.
Default value: 2.5
DestroyVibrationLevel[edit]
Type: float
How much vibration (defined as changes in angular velocity direction) must occur before part is killed.
Default value: 3.0
ExplosionVelScale[edit]
Type: float
Default value: 1.0
Internal variables[edit]
ActorsWithDeferredPartsToSpawn[edit]
Type: array<FracturedStaticMeshActor>
Modifiers: transient
List of actors that have fracture parts that have been deferred to spawn on upcoming frames
FreeParts[edit]
FSMPartPoolSize[edit]
Type: int
Default value: 50
PartPool[edit]
Type: array<FracturedStaticMeshPart>
Default values[edit]
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
Functions[edit]
Native functions[edit]
CreateFSMParts[edit]
GetFSMDirectSpawnChanceScale[edit]
Returns a scalar to the percentage chance of a fractured static mesh spawning a rigid body after taking direct damage
GetFSMFractureCullDistanceScale[edit]
Returns a distance scale for whether a fractured static mesh should actually fracture when damaged
GetFSMPart[edit]
Grab a FSMP from the free pool, or forcibly recycle a suitable one from the world.
GetFSMRadialSpawnChanceScale[edit]
Returns a scalar to the percentage chance of a fractured static mesh spawning a rigid body after taking radial damage, such as from an explosion
GetNumFSMPartsScale[edit]
ResetPoolVisibility[edit]
Recycles any active parts
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
ReturnPartActor[edit]
Return a part to the pool.
SpawnChunkDestroyEffect[edit]
Function use to spawn particle effect when a chunk is destroyed.
SpawnPartActor[edit]
Function to actually spawn a FSMP. Allows game-specific pooling/capping of actors.
Tick[edit]
Overrides: Actor.Tick
Called every frame to update the object
Other instance functions[edit]
CleanUpFSMParts[edit]
SpawnDeferredParts[edit]
Give any actors with deferred chunks a chance to spawn now