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UE3:PhysXDestructibleActor (UDK)
Object >> Actor >> FracturedStaticMeshActor >> PhysXDestructibleActor |
- Package:
- Engine
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Properties
Property group 'Destructible'
bSupportChunksInSupportFragment
Type: bool
Modifiers: const
If this is checked, then only chunks that are children of a FracturedStaticMesh support fragment are considered for support.
bSupportChunksTouchWorld
Type: bool
Modifiers: const
If this is checked, then only chunks that touch the world are considered for support.
Default value: True
DestructibleParameters
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
Type: int
Modifiers: const
Per frame Chunk graph update processing budget, in leaf chunks's quantity
Default value: 100
SupportDepth
Type: int
Modifiers: const
Internal variables
bPlayFractureSound
Type: bool
Modifiers: transient, native
Fracture sound effect flag
DestructibleComponent
Type: PhysXDestructibleComponent
Contains aggregate collision info for all of the fragments
EffectBases
Type: array<SpawnBasis>
Modifiers: transient, native
Fracture effect data - one for each fragment
LightEnvironment
Type: LightEnvironmentComponent
In case the destructible becomes dynamic
LinearSize
Type: float
Modifiers: transient, native
Stored off linear size
Neighbors
Array of neighbors in the destructible structure
NumPartsRemaining
Type: byte
Number of potentially active parts remaining
PartFirstChunkIndices
Where the parts may find their chunks within the Structure. Appended element [#Fragments] = "stop" value
Parts
Type: array<PhysXDestructiblePart>
Array of spawned parts (starts off a full array of NULL pointers)
PhysXDestructible
Type: PhysXDestructible
The FracturedStaticMesh and SkeletalMeshes which form the hierarchical decomposition
Structure
Type: PhysXDestructibleStructure
VolumeFill
Type: pointer{struct FRBVolumeFill}
Modifiers: transient, native
Fluid crumbling data
Default values
Property | Value |
---|---|
bNoEncroachCheck | True |
bWorldGeometry | False |
Subobjects
FracturedSkinnedComponent0
Class: Engine.FracturedSkinnedMeshComponent
Inherits from: FracturedStaticMeshActor.FracturedSkinnedComponent0
Property | Value |
---|---|
ReplacementPrimitive | None |
FracturedStaticMeshComponent0
Class: Engine.FracturedStaticMeshComponent
Inherits from: FracturedStaticMeshActor.FracturedStaticMeshComponent0
Property | Value |
---|---|
bUsePrecomputedShadows | False |
ReplacementPrimitive | None |
LightEnvironment0
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: FracturedStaticMeshActor.LightEnvironment0
No new values.
Structs
SpawnBasis
Modifiers: native
- Object.Vector Location
- Object.Rotator Rotation
- float Scale
Functions
Native functions
Init
NativeSpawnEffects
Native code for SpawnEffects
NativeTakeDamage
Native code for TakeDamage.
TakeRadiusDamage
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
Events
Destroyed
Overrides: Actor.Destroyed
Explode
Overrides: FracturedStaticMeshActor.Explode
Break off all pieces in one go.
PostBeginPlay
Overrides: FracturedStaticMeshActor.PostBeginPlay
SpawnEffects
TakeDamage
Overrides: FracturedStaticMeshActor.TakeDamage
TakeDamage will hide/spawn chunks when they get shot.