| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleFractureSettings.h |
Include |
#include "DestructibleFractureSettings.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI)
class UDestructibleFractureSettings : public UObject
Information to create an NxDestructibleAsset
Name | Description | ||
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CellSiteCount |
The number of voronoi cell sites. |
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ChunkParameters |
Per-chunk authoring parameters, which should be made writable when a chunk selection GUI is in place. |
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FractureMaterialDesc |
Stored interior material data. Just need one as we only support Voronoi splitting. |
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Materials |
APEX references materials by name, but we'll bypass that mechanism and use of UE materials instead. |
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OriginalSubmeshCount |
The mesh's original number of submeshes. APEX needs to store this in the authoring. |
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RandomSeed |
Random seed for reproducibility |
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VoronoiSites |
Stored Voronoi sites |
Name | Description | |
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UDestructibleFractureSettings ( |
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UDestructibleFractureSettings ( |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. |
Name | Description | |
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~UDestructibleFractureSettings() |
Destructor. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |