Gah - a solution with more questions. – EntropicLqd
UE3:PhysXDestructiblePart (UDK)
Contents
- Package:
- Engine
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Properties
DestructibleActor
Type: PhysXDestructibleActor
"Parent" actor
DestructibleAsset
Type: PhysXDestructibleAsset
Static data
FirstChunk
Type: int
Modifiers: transient
LightEnvironment
Type: LightEnvironmentComponent
Default value: DynamicLightEnvironmentComponent'LightEnvironment0'
NumChunks
Type: int
Modifiers: transient
NumChunksRemaining
Count for each SkeletalMeshComponent
NumMeshesRemaining
Type: byte
SkeletalMeshComponents
Type: array<SkeletalMeshComponent>
Structure
Type: PhysXDestructibleStructure
Copied from DestructibleActor->Structure
Default values
Subobjects
LightEnvironment0
Class: Engine.DynamicLightEnvironmentComponent
Property | Value |
---|---|
bEnabled | False |
Native functions
TakeDamage
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
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.