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UE3:FracturedStaticMeshComponent (UDK)

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Package: 
Engine


Properties[edit]

Property group 'FracturedStaticMeshComponent'[edit]

bBottomFragmentsRootNonDestroyable[edit]

Type: bool

Allows per-instance override of chunk support/destroyable flags. Marks chunks at bottom of mesh as 'root' and 'non destroyable'.

bTopFragmentsRootNonDestroyable[edit]

Type: bool

Allows per-instance override of chunk support/destroyable flags. Marks chunks at top of mesh as 'root' and 'non destroyable'.

LoseChunkOutsideMaterialOverride[edit]

Type: MaterialInterface

Allows overriding the LoseChunkOutsideMaterial on a per-instance basis.

TopBottomFragmentDistThreshold[edit]

Type: float

Threshold distance of fragment box from top/bottom of mesh to be considered for bTop/BottomFragmentsRootNonDestroyable

Default value: 0.1

Internal variables[edit]

bUseSkinnedRendering[edit]

Type: bool

Modifiers: protected, const

If true, all fragment visibility and transform information will be forwarded to SkinnedComponent, which will handle rendering.

bUseVisibleVertsForBounds[edit]

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[edit]

Type: float

Z value of top of fractured piece bounds.

FragmentBoundsMinZ[edit]

Type: float

Z value of bottom of fractured piece bounds.

FragmentNeighborsVisible[edit]

Type: array<byte>

Modifiers: protected, transient, const

Stores non-zero for each fragment whose neighbors are all visible, and 0 otherwise.

SkinnedComponent[edit]

Type: FracturedSkinnedMeshComponent

Modifiers: transient

Component which handles rendering if bUseSkinnedRendering is true.

VisibleBox[edit]

Type: Object.Box

Modifiers: protected, const

Local space bounding box of visible fragments, updated on attach.

Default values[edit]

Property Value
bUsePrecomputedShadows True
OverriddenLightMapResolution 64

Structs[edit]

FragmentGroup[edit]

Modifiers: native

array<int> FragmentIndices 
bool bGroupIsRooted 

Native functions[edit]

GetBoundaryHiddenFragments[edit]

native final function array<intGetBoundaryHiddenFragments (array<intAdditionalVisibleFragments) const

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[edit]

native final function int GetCoreFragmentIndex () const

Gets the index that is the 'core' of this mesh.

GetFracturedMeshPhysMaterial[edit]

native final function PhysicalMaterial GetFracturedMeshPhysMaterial ()

Util for getting the PhysicalMaterial applied to this mesh

GetFragmentAverageExteriorNormal[edit]

native final function Object.Vector GetFragmentAverageExteriorNormal (int FragmentIndex) const

Returns average exterior normal of a particular chunk.

GetFragmentBox[edit]

native final function Object.Box GetFragmentBox (int FragmentIndex) const

Get the bounding box of a specific chunk, in world space.

GetFragmentGroups[edit]

native final function array<FragmentGroupGetFragmentGroups (array<intIgnoreFragments, float MinConnectionArea) const

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[edit]

native final function bool IsFragmentDestroyable (int FragmentIndex) const

Returns if this fragment is destroyable.

IsNoPhysFragment[edit]

native final function bool IsNoPhysFragment (int FragmentIndex) const

Returns if this fragment should never spawn a physics object.

IsRootFragment[edit]

native final function bool IsRootFragment (int FragmentIndex) const

Returns if this is a supporting 'root' fragment.

RecreatePhysState[edit]

native final function RecreatePhysState ()

Re-create physics state - needed if hiding parts would change physics collision of the object.

SetVisibleFragments[edit]

native final function SetVisibleFragments (array<byteVisibilityFactors)

Change the set of visible fragments.