UDestructibleFractureSettings

Information to create an NxDestructibleAsset

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDestructibleFractureSettings

References

Module

ApexDestruction

Header

/Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleFractureSettings.h

Include

#include "DestructibleFractureSettings.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI)
class UDestructibleFractureSettings : public UObject

Remarks

Information to create an NxDestructibleAsset

Variables

Name Description

Public variable UProperty Category, EditAnywhere Transient

int32

 

CellSiteCount

The number of voronoi cell sites.

Public variable

TArray< FDestru...

 

ChunkParameters

Per-chunk authoring parameters, which should be made writable when a chunk selection GUI is in place.

Public variable UProperty Category, EditAnywhere

FFractureMateri...

 

FractureMaterialDesc

Stored interior material data. Just need one as we only support Voronoi splitting.

Public variable UProperty

TArray< UMateri...

 

Materials

APEX references materials by name, but we'll bypass that mechanism and use of UE materials instead.

Public variable UProperty

int32

 

OriginalSubmeshCount

The mesh's original number of submeshes. APEX needs to store this in the authoring.

Public variable UProperty

int32

 

RandomSeed

Random seed for reproducibility

Public variable UProperty

TArray< FVector...

 

VoronoiSites

Stored Voronoi sites

Constructors

Name Description

Public function

UDestructibleFractureSettings

(
    const FObjectInitializer& ObjectIn...
)

Public function

UDestructibleFractureSettings

(
    FVTableHelper& Helper
)

DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

Destructors

Name Description

Public function Virtual

~UDestructibleFractureSettings()

Destructor.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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