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UE3:FractureManager (UDK)

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UDK Object >> Actor >> FractureManager
Package: 
Engine


Constants

FSM_DEFAULTRECYCLETIME

Value: 0.2


Properties

Property group 'FractureManager'

bEnableAntiVibration

Type: bool

If TRUE, look for vibrating FSM parts and kill them

bEnableSpawnChunkEffectForRadialDamage

Type: bool

If TRUE, spawn effect for chunks falling off when doing radial damage (ie removing many chunks at once)

DestroyMinAngVel

Type: float

Min angular velocity of part to be killed by vibration detection code.

Default value: 2.5

DestroyVibrationLevel

Type: float

How much vibration (defined as changes in angular velocity direction) must occur before part is killed.

Default value: 3.0

ExplosionVelScale

Type: float


Default value: 1.0

Internal variables

ActorsWithDeferredPartsToSpawn

Type: array<FracturedStaticMeshActor>

Modifiers: transient

List of actors that have fracture parts that have been deferred to spawn on upcoming frames

FreeParts

Type: array<int>


FSMPartPoolSize

Type: int


Default value: 50

PartPool

Type: array<FracturedStaticMeshPart>


Default values

Property Value
CollisionType COLLIDE_CustomDefault

Functions

Native functions

CreateFSMParts

native function CreateFSMParts ()


GetFSMDirectSpawnChanceScale

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

native function float GetFSMFractureCullDistanceScale ()

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

GetFSMPart

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

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

native function float GetNumFSMPartsScale ()


ResetPoolVisibility

simulated native function ResetPoolVisibility ()

Recycles any active parts

Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReturnPartActor

simulated event ReturnPartActor (FracturedStaticMeshPart Part)

Return a part to the pool.

SpawnChunkDestroyEffect

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

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

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick

Called every frame to update the object

Other instance functions

CleanUpFSMParts

simulated final function CleanUpFSMParts ()


SpawnDeferredParts

simulated function SpawnDeferredParts ()

Give any actors with deferred chunks a chance to spawn now