Mostly Harmless
UE3:PhysXDestructible (UDK)
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Object >> PhysXDestructible |
- Package:
- Engine
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Properties[edit]
Property group 'PhysXDestructible'[edit]
CookingScales[edit]
Type: array<Object.Vector>
Scales at which to pre-cook meshes.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DestructibleParameters[edit]
Type: PhysXDestructibleParameters
Modifiers: editinline
Destructible parameters.
Default value:
Member | Value |
---|---|
bAccumulateDamage | True |
CrumbleParticleSize | 10.0 |
DamageThreshold | 5.0 |
DamageToRadius | 0.1 |
Internal variables[edit]
DestructibleAssets[edit]
Type: array<PhysXDestructibleAsset>
One asset for each top-level fractured piece.
FracturedStaticMesh[edit]
Type: FracturedStaticMesh
The original FracturedStaticMesh.
Structs[edit]
PhysXDestructibleDepthParameters[edit]
Modifiers: native
- bool bTakeImpactDamage
- Setting to false allows an optimization for smaller pieces
- bool bPlaySoundEffect
- Whether or not to play FractureSound
- bool bPlayParticleEffect
- Whether or not to play FracturedStaticMesh's FragmentDestroyEffect
- bool bDoNotTimeOut
- Whether or not to timeout after LOD lifetime
- bool bNoKillDummy
- Workaround for a strange array copying bug that would truncate the zero elements from the end of the array
Default values:
Property | Value |
---|---|
bNoKillDummy | True |
PhysXDestructibleParameters[edit]
Modifiers: native
- float DamageThreshold
- Damage needed for fracturing or crumbling. Defines a damage scale for the destructible.
- float DamageToRadius
- Transformation of damage (in units of DamageThreshold) to damage radius (as a fraction of actor size).
- float DamageCap
- Cap on damage that can be applied. 0 => no cap.
- float ForceToDamage
- Transformation of impact force to damage. (In units of DamageThreshold.)
- SoundCue FractureSound
- Sound cue to play when pieces fracture.
- ParticleSystem CrumbleParticleSystem
- Particle system to spawn when pieces crumble.
- float CrumbleParticleSize
- Spacing between crumble particles.
- bool bAccumulateDamage
- Depth at which a chunk is considered "debris."
This may have several implications: network relevance, pathfinding relevance, and lifetime, e.g.
- float ScaledDamageToRadius
- Cached derived value
- array<PhysXDestructibleDepthParameters> DepthParameters
- Depth-dependent parameters
Default values:
Property | Value |
---|---|
bAccumulateDamage | True |
CrumbleParticleSize | 10.0 |
DamageThreshold | 5.0 |
DamageToRadius | 0.1 |
ForceToDamage | 0.0 |