Mostly Harmless

UE3:FractureManager (UDK)

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UDK Object >> Actor >> FractureManager
Package: 
Engine


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]

Type: array<int>


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]

native function CreateFSMParts ()


GetFSMDirectSpawnChanceScale[edit]

native function float GetFSMDirectSpawnChanceScale ()

Returns a scalar to the percentage chance of a fractured static mesh spawning a rigid body after taking direct damage

GetFSMFractureCullDistanceScale[edit]

native function float GetFSMFractureCullDistanceScale ()

Returns a distance scale for whether a fractured static mesh should actually fracture when damaged

GetFSMPart[edit]

native function FracturedStaticMeshPart GetFSMPart (FracturedStaticMeshActor Parent, Object.Vector SpawnLocation, Object.Rotator SpawnRotation)

Grab a FSMP from the free pool, or forcibly recycle a suitable one from the world.

GetFSMRadialSpawnChanceScale[edit]

native function float GetFSMRadialSpawnChanceScale ()

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]

native function float GetNumFSMPartsScale ()


ResetPoolVisibility[edit]

simulated native function ResetPoolVisibility ()

Recycles any active parts

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReturnPartActor[edit]

simulated event ReturnPartActor (FracturedStaticMeshPart Part)

Return a part to the pool.

SpawnChunkDestroyEffect[edit]

simulated event SpawnChunkDestroyEffect (ParticleSystem Effect, Object.Box ChunkBox, Object.Vector ChunkDir, float Scale)

Function use to spawn particle effect when a chunk is destroyed.

SpawnPartActor[edit]

simulated event FracturedStaticMeshPart SpawnPartActor (FracturedStaticMeshActor Parent, Object.Vector SpawnLocation, Object.Rotator SpawnRotation)

Function to actually spawn a FSMP. Allows game-specific pooling/capping of actors.

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick

Called every frame to update the object

Other instance functions[edit]

CleanUpFSMParts[edit]

simulated final function CleanUpFSMParts ()


SpawnDeferredParts[edit]

simulated function SpawnDeferredParts ()

Give any actors with deferred chunks a chance to spawn now