UE3:FracturedStaticMeshComponent (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent >> FracturedBaseComponent >> FracturedStaticMeshComponent |
- Package:
- Engine
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Properties
Property group 'FracturedStaticMeshComponent'
bBottomFragmentsRootNonDestroyable
Type: bool
Allows per-instance override of chunk support/destroyable flags. Marks chunks at bottom of mesh as 'root' and 'non destroyable'.
bTopFragmentsRootNonDestroyable
Type: bool
Allows per-instance override of chunk support/destroyable flags. Marks chunks at top of mesh as 'root' and 'non destroyable'.
LoseChunkOutsideMaterialOverride
Type: MaterialInterface
Allows overriding the LoseChunkOutsideMaterial on a per-instance basis.
TopBottomFragmentDistThreshold
Type: float
Threshold distance of fragment box from top/bottom of mesh to be considered for bTop/BottomFragmentsRootNonDestroyable
Default value: 0.1
Internal variables
bUseSkinnedRendering
Type: bool
Modifiers: protected, const
If true, all fragment visibility and transform information will be forwarded to SkinnedComponent, which will handle rendering.
bUseVisibleVertsForBounds
Type: bool
If true, the only thing considered when calculating the bounds of this component are the graphics verts current visible. Using this and having simplified collision will cause unpredictable results.
FragmentBoundsMaxZ
Type: float
Z value of top of fractured piece bounds.
FragmentBoundsMinZ
Type: float
Z value of bottom of fractured piece bounds.
FragmentNeighborsVisible
Modifiers: protected, transient, const
Stores non-zero for each fragment whose neighbors are all visible, and 0 otherwise.
SkinnedComponent
Type: FracturedSkinnedMeshComponent
Modifiers: transient
Component which handles rendering if bUseSkinnedRendering is true.
VisibleBox
Type: Object.Box
Modifiers: protected, const
Local space bounding box of visible fragments, updated on attach.
Default values
Property | Value |
---|---|
bUsePrecomputedShadows | True |
OverriddenLightMapResolution | 64 |
Structs
FragmentGroup
Modifiers: native
Native functions
GetBoundaryHiddenFragments
Return set of fragments that are hidden, but who have at least one visible neighbour.
Parameters:
- AdditionalVisibleFragments - Additional fragments to consider 'visible' when finding fragments. Will not end up in resulting array.
GetCoreFragmentIndex
Gets the index that is the 'core' of this mesh.
GetFracturedMeshPhysMaterial
Util for getting the PhysicalMaterial applied to this mesh
GetFragmentAverageExteriorNormal
Returns average exterior normal of a particular chunk.
GetFragmentBox
Get the bounding box of a specific chunk, in world space.
GetFragmentGroups
Based on the hidden state of chunks, groups which are connected.
Parameters:
- IgnoreFragments - Additional fragments to ignore when finding islands. These will not end up in any groups.
IsFragmentDestroyable
Returns if this fragment is destroyable.
IsNoPhysFragment
Returns if this fragment should never spawn a physics object.
IsRootFragment
Returns if this is a supporting 'root' fragment.
RecreatePhysState
Re-create physics state - needed if hiding parts would change physics collision of the object.
SetVisibleFragments
Change the set of visible fragments.