UE3:FracturedStaticMeshActor (UDK)
- Package:
- Engine
- Direct subclasses:
- FracturedSMActorSpawnable, FracturedStaticMeshPart, PhysXDestructibleActor
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Properties
Property group 'FracturedStaticMeshActor'
bBreakChunksOnActorTouch
Type: bool
If true, detach parts when an Actor with bCanCauseFractureOnTouch contacts them. Actor must not be blocked by this FSMA.
ChunkHealthScale
Type: float
Allows controlling how much 'health' chunks have on a per-instance basis
Default value: 1.0
FractureCullMaxDistance
Type: float
Maximum distance from player where actor will be allowed to fracture (scaled by global settings.)
Default value: 4096.0
FractureCullMinDistance
Type: float
Minimum distance from player where actor will ALWAYS fracture, even when outside the view frustum (scaled by global settings.)
Default value: 512.0
FracturedByDamageType
Type: array<class<DamageType> >
Set of damage types that can cause pieces to break off this FSAM. If empty, all damage types can do this.
FracturedStaticMeshComponent
Type: FracturedStaticMeshComponent
Modifiers: const, editconst
Default value: FracturedStaticMeshComponent'FracturedStaticMeshComponent0'
MaxPartsToSpawnAtOnce
Type: int
Maximum number of rigid body parts to spawn off per actor, per frame
Default value: 6
OverrideFragmentDestroyEffects
Type: array<ParticleSystem>
Allows you to override particle effects to play when chunk is hidden for just this actor.
Internal variables
bHasShownMissingSoundWarning
Type: bool
Modifiers: transient
Used so we only display the 'missing sound' warning once
ChunkHealth
Current health of each chunk
DeferredPartsToSpawn
Type: array<DeferredPartToSpawn>
Modifiers: transient
Array of parts that are waiting to be spawned in an upcoming tick
ExplosionFractureSound
Type: SoundCue
Cached sound for large fractures.
MI_LoseChunkPreviousMaterial
Type: MaterialInterface
Modifiers: transient
This is the material that was set on this FracuredStaticMeshActor before we overrode it with LoseChunkOutsideMaterial *
PartImpactEffect
Type: Actor.PhysEffectInfo
Cached info for part impacts
SingleChunkFractureSound
Type: SoundCue
Cached sound for single chunk fractures.
SkinnedComponent
Type: FracturedSkinnedMeshComponent
Modifiers: transient, const
Skinned component which will handle rendering for FracturedStaticMeshComponent
Default values
Subobjects
FracturedSkinnedComponent0
Class: Engine.FracturedSkinnedMeshComponent
Property | Value |
---|---|
bDisableAllRigidBody | True |
LightEnvironment | DynamicLightEnvironmentComponent'Engine.Default__FracturedStaticMeshActor:LightEnvironment0' |
ReplacementPrimitive | None |
FracturedStaticMeshComponent0
Class: Engine.FracturedStaticMeshComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bAllowApproximateOcclusion | True | ||||||||||
bForceDirectLightMap | True | ||||||||||
bUseDynamicIBWithHiddenFragments | True | ||||||||||
ReplacementPrimitive | None | ||||||||||
WireframeColor |
|
LightEnvironment0
Class: Engine.DynamicLightEnvironmentComponent
Property | Value |
---|---|
bDynamic | False |
bEnabled | False |
bForceNonCompositeDynamicLights | True |
Structs
DeferredPartToSpawn
Modifiers: native
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
Functions
Native functions
BreakOffIsolatedIslands
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.
BreakOffPartsInRadius
Util to break off all parts within radius of the explosion
ResetVisibility
Unhides all fragments
SpawnDeferredParts
Gives the actor a chance to spawn chunks that may have been deferred
Returns:
- Returns true if there are still any deferred parts left to spawn
RemoveDecals
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.
ResetHealth
Used to init/reset health array.
SpawnPart
Spawn one chunk of this mesh as its own Actor, with the supplied velocities and scale relative to this Actor.
SpawnPartMulti
Does the same as SpawnPart, but takes an array of chunks to make part of the new part.
Events
Explode
Break off all pieces in one go.
HideFragmentsToMaximizeMemoryUsage
Hide some percentage of the fragments from this mesh to maximize memory usage - does not spawn physics pieces etc
HideOneFragment
Hide one fragment from this mesh - does not spawn physics pieces etc
PostBeginPlay
Overrides: Actor.PostBeginPlay
TakeDamage
Overrides: Actor.TakeDamage
TakeDamage will hide/spawn chunks when they get shot.
Other instance functions
FractureEffectIsRelevant
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.
IsFracturedByDamageType
Util for checking if this damage type will cause fracture.
SetLoseChunkReplacementMaterial
This will possibly set the material on the FracturedMesh after we have lost a chunk. *