I'm a doctor, not a mechanic

UE3:PhysXDestructiblePart (UDK)

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UDK Object >> Actor >> PhysXDestructiblePart
Package: 
Engine

null

Properties[edit]

DestructibleActor[edit]

Type: PhysXDestructibleActor

"Parent" actor

DestructibleAsset[edit]

Type: PhysXDestructibleAsset

Static data

FirstChunk[edit]

Type: int

Modifiers: transient


LightEnvironment[edit]

Type: LightEnvironmentComponent


Default value: DynamicLightEnvironmentComponent'LightEnvironment0'

NumChunks[edit]

Type: int

Modifiers: transient


NumChunksRemaining[edit]

Type: array<byte>

Count for each SkeletalMeshComponent

NumMeshesRemaining[edit]

Type: byte


SkeletalMeshComponents[edit]

Type: array<SkeletalMeshComponent>


Structure[edit]

Type: PhysXDestructibleStructure

Copied from DestructibleActor->Structure

Default values[edit]

Property Value
bAlwaysRelevant True
bBlockActors True
bCollideActors True
bEdShouldSnap True
bNetInitialRotation True
bNoEncroachCheck True
bProjTarget True
bReplicateRigidBodyLocation True
bUpdateSimulatedPosition True
CollisionType COLLIDE_CustomDefault
Components[0] DynamicLightEnvironmentComponent'LightEnvironment0'
RemoteRole ROLE_SimulatedProxy
SupportedEvents[4] Class'Engine.SeqEvent_ConstraintBroken'
SupportedEvents[5] Class'Engine.SeqEvent_RigidBodyCollision'
TickGroup TG_PostAsyncWork

Subobjects[edit]

LightEnvironment0[edit]

Class: Engine.DynamicLightEnvironmentComponent

Property Value
bEnabled False

Native functions[edit]

TakeDamage[edit]

native event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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[edit]

simulated native function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent)

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.