Mostly Harmless
UE3:FracturedStaticMeshPart (UDK)
Object >> Actor >> FracturedStaticMeshActor >> FracturedStaticMeshPart |
Contents
- 1 Properties
- 1.1 AsleepRBChannel
- 1.2 BaseFracturedMeshActor
- 1.3 bChangeRBChannelWhenAsleep
- 1.4 bCompositeThatExplodesOnImpact
- 1.5 bHasBeenRecycled
- 1.6 CurrentVibrationLevel
- 1.7 DestroyPartRadiusFactor
- 1.8 FracPartGravScale
- 1.9 LastImpactSoundTime
- 1.10 LastSpawnTime
- 1.11 OldVelocity
- 1.12 PartPoolIndex
- 1.13 RelativeScale
- 1.14 Default values
- 1.15 Subobjects
- 2 Functions
- Package:
- Engine
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Properties
AsleepRBChannel
Type: PrimitiveComponent.ERBCollisionChannel
If bChangeRBChannelWhenAsleep is TRUE, RBChannel to switch to when asleep.
Default value: RBCC_GameplayPhysics
BaseFracturedMeshActor
Type: FracturedStaticMeshActor
Modifiers: transient
Base FracturedStaticMeshActor that this part was spawned off of.
bChangeRBChannelWhenAsleep
Type: bool
If TRUE, check when piece goes to sleep, and then change its RBChannel.
bCompositeThatExplodesOnImpact
Type: bool
Indicates that this part consists of more than 1 chunk - and should explode upon impact.
bHasBeenRecycled
Type: bool
Indicates whether this part has already been recycled and just needs to be initialized to be used again.
CurrentVibrationLevel
Type: float
If oldvel dot newvel < -DestroyVelChangeThresh, destroy piece.
DestroyPartRadiusFactor
Type: float
This part will be destroyed if it gets further than BaseFracturedMeshActor's radius * DestroyPartRadiusFactor from BaseFracturedMeshActor.
Default value: 10.0
FracPartGravScale
Type: float
Additional gravity scaling for fracture pieces
Default value: 2.0
LastImpactSoundTime
Type: float
Time since last physics impact sound
LastSpawnTime
Type: float
Last time that this pieces was spawned.
OldVelocity
Type: Object.Vector
Used to store preview frames velocity, to look for sudden velocity changes.
PartPoolIndex
Type: int
Used to know index within pool in FractureManager, so we replace it in the free pool.
RelativeScale
Type: float
Relative Scale of this part (apart from parent scale)*
Default values
Property | Value |
---|---|
bBlockActors | False |
bMovable | True |
bNetInitialRotation | True |
bNoDelete | False |
bNoEncroachCheck | True |
bPathColliding | False |
bWorldGeometry | False |
Components[0] | FracturedStaticMeshComponent'FracturedStaticMeshComponent0' |
LifeSpan | 15.0 |
Physics | PHYS_RigidBody |
TickGroup | TG_PostAsyncWork |
Subobjects
FracturedStaticMeshComponent0
Class: Engine.FracturedStaticMeshComponent
Inherits from: FracturedStaticMeshActor.FracturedStaticMeshComponent0
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bAcceptsDynamicDecals | False | ||||||||||
bCastDynamicShadow | False | ||||||||||
bForceDirectLightMap | False | ||||||||||
bInitialVisibilityValue | False | ||||||||||
BlockNonZeroExtent | False | ||||||||||
BlockZeroExtent | False | ||||||||||
bSkipRBGeomCreation | True | ||||||||||
bUseDynamicIBWithHiddenFragments | False | ||||||||||
bUseDynamicIndexBuffer | False | ||||||||||
bUsePrecomputedShadows | False | ||||||||||
bUseSkinnedRendering | True | ||||||||||
bUseVisibleVertsForBounds | True | ||||||||||
RBChannel | RBCC_FracturedMeshPart | ||||||||||
RBCollideWithChannels |
|
||||||||||
ReplacementPrimitive | None |
Functions
Native functions
Initialize
Revive part, set physics to PHYS_RigidBody, enabled collision etc
RecyclePart
Reset state of this part - clear mesh reference, put in PHYS_None, disable collision etc
Events
BreakOffPartsInRadius
Overrides: FracturedStaticMeshActor.BreakOffPartsInRadius
For broken off pieces, we only want to spawn more parts if its a shatterable composite.
Explode
Overrides: FracturedStaticMeshActor.Explode
Break off all pieces in one go.
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
TakeDamage
Overrides: FracturedStaticMeshActor.TakeDamage
Used so weapons etc move parts.
Other instance functions
TryToCleanUp
Try to clean up this part if its not seen. If it is seen, keep trying until it isn't.