Cogito, ergo sum
- 1 Properties
- 1.1 Property group 'FracturedStaticMeshActor'
- 1.2 Internal variables
- 1.3 Default values
- 1.4 Subobjects
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- Direct subclasses:
- FracturedSMActorSpawnable, FracturedStaticMeshPart, PhysXDestructibleActor
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Property group 'FracturedStaticMeshActor'
If true, detach parts when an Actor with bCanCauseFractureOnTouch contacts them. Actor must not be blocked by this FSMA.
Allows controlling how much 'health' chunks have on a per-instance basis
Default value: 1.0
Maximum distance from player where actor will be allowed to fracture (scaled by global settings.)
Default value: 4096.0
Minimum distance from player where actor will ALWAYS fracture, even when outside the view frustum (scaled by global settings.)
Default value: 512.0
Set of damage types that can cause pieces to break off this FSAM. If empty, all damage types can do this.
Modifiers: const, editconst
Maximum number of rigid body parts to spawn off per actor, per frame
Default value: 6
Allows you to override particle effects to play when chunk is hidden for just this actor.
Used so we only display the 'missing sound' warning once
Current health of each chunk
Array of parts that are waiting to be spawned in an upcoming tick
Cached sound for large fractures.
This is the material that was set on this FracuredStaticMeshActor before we overrode it with LoseChunkOutsideMaterial *
Cached info for part impacts
Cached sound for single chunk fractures.
Modifiers: transient, const
Skinned component which will handle rendering for FracturedStaticMeshComponent
Info about a fracture part that should be spawned in an upcoming Tick
- int ChunkIndex
- Index of the chunk to spawn
- Object.Vector InitialVel
- Exit velocity for this chunk
- Object.Vector InitialAngVel
- Exit angular velocity for this chunk
- float RelativeScale
- Relative scale
- bool bExplosion
- TRUE if this part was spawned because of an explosion
Find all groups of chunks which are not connected to 'root' parts, and spawn them as new physics objects. Updates FragmentVis with new chunks that get hidden by the process.
Util to break off all parts within radius of the explosion
Unhides all fragments
Gives the actor a chance to spawn chunks that may have been deferred
- Returns true if there are still any deferred parts left to spawn
This function will remove all of the currently attached decals from the object. Basically, we want to have decals attach to these objects and then on state change (due to damage usually), we will just detach them all with the big particle effect that occurs it should not be noticeable.
Used to init/reset health array.
Spawn one chunk of this mesh as its own Actor, with the supplied velocities and scale relative to this Actor.
Does the same as SpawnPart, but takes an array of chunks to make part of the new part.
Break off all pieces in one go.
Hide some percentage of the fragments from this mesh to maximize memory usage - does not spawn physics pieces etc
Hide one fragment from this mesh - does not spawn physics pieces etc
TakeDamage will hide/spawn chunks when they get shot.
Other instance functions
Specialized to handle explicit effect instigators. Also, handles None instigators -- these are special weapons (eg dummyfire) and are always relevant. Also, for fractured static meshes we only spawn effects if the mesh itself has been rendered recently.
Util for checking if this damage type will cause fracture.
This will possibly set the material on the FracturedMesh after we have lost a chunk. *