| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleMesh.h |
Include |
#include "DestructibleMesh.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, Mesh, LevelOfDetail, Mirroring, Physics, Reimport, Clothing),
MinimalAPI)
class UDestructibleMesh : public USkeletalMesh
Holds an APEX destructible asset as well as an associated USkeletalMesh.
Name | Description | ||
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DefaultDestructibleParameters |
Parameters controlling the destruction behavior. |
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FractureChunkMeshes |
Array of static meshes to build the fracture chunks from |
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TArray< struct ... |
FractureEffects |
Fracture effects for each fracture level, unless overridden in the component. |
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FractureSettings |
Information used to author an NxDestructibleAsset |
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SourceSMImportTimestamp |
Timestamp of the source static meshes last import at the time this destruction mesh has been generated. |
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UStaticMesh ... |
SourceStaticMesh |
Static mesh this destructible mesh is created from. Is nullptr if not created from a static mesh |
Name | Description | |
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UDestructibleMesh ( |
Name | Description | ||
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BuildFractureSettingsFromStaticMesh ( |
Imports FractureSettings data from a StaticMesh |
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BuildFromStaticMesh ( |
Initializes this DestructibleMesh from a StaticMesh. |
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CreateFractureSettings() |
Create DestructibleFractureSettings for this DestructibleMesh if it doesn't have one. |
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LoadDefaultDestructibleParametersFromApexAsset() |
Fills DefaultDestructibleParameters with parameters from the NxDestructibleAsset. |
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SetupChunksFromStaticMeshes ( |
Initialized this DestructibleMesh from the StaticMesh it was created from and the passed in ChunkMeshes to build the level 1 chunks from. |
Name | Description | ||
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HasCustomActorFactory() |
This is a bit hacky. |
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HasCustomActorReimportFactory() |
This is a bit hacky. |
Name | Description | ||
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FinishDestroy() |
Called to finish destroying the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |