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UE3:PhysXDestructibleActor (UDK)
Object >> Actor >> FracturedStaticMeshActor >> PhysXDestructibleActor |
- Package:
- Engine
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Properties[edit]
Property group 'Destructible'[edit]
bSupportChunksInSupportFragment[edit]
Type: bool
Modifiers: const
If this is checked, then only chunks that are children of a FracturedStaticMesh support fragment are considered for support.
bSupportChunksTouchWorld[edit]
Type: bool
Modifiers: const
If this is checked, then only chunks that touch the world are considered for support.
Default value: True
DestructibleParameters[edit]
Type: PhysXDestructible.PhysXDestructibleParameters
Modifiers: editinline
Destructible parameters - damage thresholds, crumble particle systems, etc.
Default value:
Member | Value |
---|---|
bAccumulateDamage | True |
CrumbleParticleSize | 10.0 |
DamageThreshold | 5.0 |
DamageToRadius | 0.1 |
PerFrameProcessBudget[edit]
Type: int
Modifiers: const
Per frame Chunk graph update processing budget, in leaf chunks's quantity
Default value: 100
SupportDepth[edit]
Type: int
Modifiers: const
Internal variables[edit]
bPlayFractureSound[edit]
Type: bool
Modifiers: transient, native
Fracture sound effect flag
DestructibleComponent[edit]
Type: PhysXDestructibleComponent
Contains aggregate collision info for all of the fragments
EffectBases[edit]
Type: array<SpawnBasis>
Modifiers: transient, native
Fracture effect data - one for each fragment
LightEnvironment[edit]
Type: LightEnvironmentComponent
In case the destructible becomes dynamic
LinearSize[edit]
Type: float
Modifiers: transient, native
Stored off linear size
Neighbors[edit]
Array of neighbors in the destructible structure
NumPartsRemaining[edit]
Type: byte
Number of potentially active parts remaining
PartFirstChunkIndices[edit]
Where the parts may find their chunks within the Structure. Appended element [#Fragments] = "stop" value
Parts[edit]
Type: array<PhysXDestructiblePart>
Array of spawned parts (starts off a full array of NULL pointers)
PhysXDestructible[edit]
Type: PhysXDestructible
The FracturedStaticMesh and SkeletalMeshes which form the hierarchical decomposition
Structure[edit]
Type: PhysXDestructibleStructure
VolumeFill[edit]
Type: pointer{struct FRBVolumeFill}
Modifiers: transient, native
Fluid crumbling data
Default values[edit]
Property | Value |
---|---|
bNoEncroachCheck | True |
bWorldGeometry | False |
Subobjects[edit]
FracturedSkinnedComponent0[edit]
Class: Engine.FracturedSkinnedMeshComponent
Inherits from: FracturedStaticMeshActor.FracturedSkinnedComponent0
Property | Value |
---|---|
ReplacementPrimitive | None |
FracturedStaticMeshComponent0[edit]
Class: Engine.FracturedStaticMeshComponent
Inherits from: FracturedStaticMeshActor.FracturedStaticMeshComponent0
Property | Value |
---|---|
bUsePrecomputedShadows | False |
ReplacementPrimitive | None |
LightEnvironment0[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: FracturedStaticMeshActor.LightEnvironment0
No new values.
Structs[edit]
SpawnBasis[edit]
Modifiers: native
- Object.Vector Location
- Object.Rotator Rotation
- float Scale
Functions[edit]
Native functions[edit]
Init[edit]
NativeSpawnEffects[edit]
Native code for SpawnEffects
NativeTakeDamage[edit]
Native code for TakeDamage.
TakeRadiusDamage[edit]
Overrides: Actor.TakeRadiusDamage
(Description copied from Actor.TakeRadiusDamage)
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overridden by the actor receiving the damage for special conditions (see KAsset.uc). This then calls TakeDamage() to go through the same damage pipeline.
Parameters:
- InstigatedBy - instigator of the damage
- BaseDamage -
- DamageRadius - from Origin)
- DamageType - class
- Momentum - float)
- HurtOrigin - origin of the damage radius.
- bFullDamage - if true, damage not scaled based on distance HurtOrigin
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
- DamageFalloff - allows for nonlinear damage falloff from the point. Default is linera.
Returns:
- Returns amount of damage applied.
Term[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Explode[edit]
Overrides: FracturedStaticMeshActor.Explode
Break off all pieces in one go.
PostBeginPlay[edit]
Overrides: FracturedStaticMeshActor.PostBeginPlay
SpawnEffects[edit]
TakeDamage[edit]
Overrides: FracturedStaticMeshActor.TakeDamage
TakeDamage will hide/spawn chunks when they get shot.