Mostly Harmless

UE3:PhysXDestructible (UDK)

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UDK 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