I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE3:PhysXDestructibleStructure (UDK)
Object >> PhysXDestructibleStructure |
Contents
- 1 Properties
- 1.1 Active
- 1.2 ActorKillList
- 1.3 Actors
- 1.4 Chunks
- 1.5 FractureOriginChunks
- 1.6 FractureOriginFifo
- 1.7 FractureOriginFifoStart
- 1.8 Manager
- 1.9 Overlaps
- 1.10 PassiveFractureChunks
- 1.11 PerFrameProcessBudget
- 1.12 PseudoSupporterFifo
- 1.13 PseudoSupporterFifoStart
- 1.14 RouteUpdateArea
- 1.15 RouteUpdateFifo
- 1.16 RouteUpdateFifoStart
- 1.17 SupportDepth
- 2 Enums
- 3 Structs
- 4 Native functions
- Package:
- Engine
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
null
Properties[edit]
Active[edit]
Modifiers: native, transient
List of active chunks
ActorKillList[edit]
Type: array<PhysXDestructibleActor>
Modifiers: native, transient
For delayed killing
Actors[edit]
Type: array<PhysXDestructibleActor>
Modifiers: native, transient
The actors within this structure. They form an island.
Chunks[edit]
Type: array<PhysXDestructibleChunk>
Modifiers: native, transient
The chunks from all of the actors in this structure.
FractureOriginChunks[edit]
Modifiers: native, transient
FractureOriginFifo[edit]
Modifiers: native, transient
No chunk will be user fractured twice, so the maximum length is Chunks.Num()
FractureOriginFifoStart[edit]
Type: int
Modifiers: native, transient
Manager[edit]
Type: pointer{class FPhysXDestructibleManager}
Modifiers: native
The "parent" manager
Overlaps[edit]
Type: array<PhysXDestructibleOverlap>
Modifiers: native, transient
Neighbor info for chunks at SupportDepth.
PassiveFractureChunks[edit]
Modifiers: native, transient
PerFrameProcessBudget[edit]
Type: int
Modifiers: native, transient, const
PseudoSupporterFifo[edit]
Modifiers: native, transient
Support algorithm
PseudoSupporterFifoStart[edit]
Type: int
Modifiers: native, transient
RouteUpdateArea[edit]
Modifiers: native, transient
RouteUpdateFifo[edit]
Modifiers: native, transient
RouteUpdateFifoStart[edit]
Type: int
Modifiers: native, transient
SupportDepth[edit]
Type: int
Modifiers: native, transient
Enums[edit]
EPhysXDestructibleChunkState[edit]
- DCS_StaticRoot
- DCS_StaticChild
- DCS_DynamicRoot
- DCS_DynamicChild
- DCS_Hidden
Structs[edit]
PhysXDestructibleChunk[edit]
Modifiers: native
- bool WorldCentroidValid
- bool WorldMatrixValid
- bool bCrumble
- bool IsEnvironmentSupported
- bool IsRouting
- bool IsRouteValid
- bool IsRouteBlocker
- int ActorIndex
- int FragmentIndex
- int Index
- int MeshIndex
- int BoneIndex
- name BoneName
- int BodyIndex
- Object.Vector RelativeCentroid
- Object.Vector WorldCentroid
- Object.Matrix RelativeMatrix
- Object.Matrix WorldMatrix
- float Radius
- int ParentIndex
- int FirstChildIndex
- int NumChildren
- int Depth
- float Age
- float Damage
- float Size
- EPhysXDestructibleChunkState CurrentState
- pointer{class UPhysXDestructibleStructure} Structure
- int FIFOIndex
- int FirstOverlapIndex
- int NumOverlaps
- int ShortestRoute
- int NumSupporters
- int NumChildrenDup
PhysXDestructibleOverlap[edit]
Modifiers: native
Native functions[edit]
CrumbleChunk[edit]
Destroy chunk and initiate fluid emitter volume filling
DamageChunk[edit]
Propagate damage calculation to chunk and all children. Returns an array of chunks that should be broken free
FractureChunk[edit]
Break chunk free, and make it dynamic
GetChunkCentroid[edit]
Return world centroid of chunk
GetChunkMatrix[edit]
Return world matrix associated with chunk