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Name |
Description |
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ADestructibleActor |
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FActorFractureSignature |
Delegate for notification when fracture occurs |
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FComponentFractureSignature |
Delegate for notification when fracture occurs |
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FFractureMaterial |
Parameters to describe the application of U,V coordinates on a particular slice within a destructible. |
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UDestructibleComponent |
Name |
Description |
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EDestructibleImportOptions::Type |
Options for APEX asset import. |
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EImpactDamageOverride |
Chunks up to the depth DefaultImpactDamageDepth will take impact damage, unless IDO_On or IDO_Off is chosen. |
Name | Description | ||
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class |
deprecated ( |
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class |
deprecated ( |
This component holds the physics data for a DestructibleActor. |
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FDestructibleAdvancedParameters() |
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FDestructibleChunkParameters() |
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FDestructibleDamageParameters() |
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FDestructibleDebrisParameters() |
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FDestructibleDepthParameters() |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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FDestructibleParametersFlag() |
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FDestructibleSpecialHierarchyDepths() |
Default constructor. |
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FUpdateChunksInfo ( |
Name | Description | ||
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AdvancedParameters |
Parameters that are less-often used. See DestructibleAdvancedParameters. |
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bAccurateRaycasts |
If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit for collisions with child chunks. |
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bAssetDefinedSupport |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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bCrumbleSmallestChunks |
If set, the smallest chunks may be further broken down, either by fluid crumbles (if a crumble particle system is specified in the NxDestructibleActorDesc), or by simply removing the chunk if no crumble particle system is specified. |
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bCustomImpactResistance |
By default, objects that collide with destructibles will bounce back. |
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bDebrisMaxSeparation |
Whether or not chunks at or deeper than the "debris" depth (see NxDestructibleParameters::debrisDepth) will be removed if they separate too far from their origins. |
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bDebrisTimeout |
Whether or not chunks at or deeper than the "debris" depth (see NxDestructibleParameters::debrisDepth) will time out. |
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bDoNotCrumble |
Defines the chunk to be uncrumbleable. |
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bDoNotDamage |
Defines the chunk to be undamageable. |
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bDoNotFracture |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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bEnableDebris |
Enables debris at a specific depth level. |
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bEnableImpactDamage |
Whether to apply damage to destructible when colliding with an object. |
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bFormExtendedStructures |
If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set. |
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bUseValidBounds |
If set, the ValidBounds field of NxDestructibleParameters will be used. |
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bWorldSupport |
If set, then chunks which overlap the Scene's static geometry will have environmental support in static destructibles. |
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float |
DamageSpread |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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DebrisDepth |
The hierarchy depth at which chunks are considered to be "debris." |
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float |
DebrisLifetimeMax |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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float |
DebrisMaxSeparationMax |
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float |
DebrisMaxSeparationMin |
"Debris chunks" (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. |
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DebrisParameters |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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DefaultImpactDamageDepth |
Max depth level where impact damage is enabled. |
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TArray< struct ... |
DepthParameters |
Parameters that apply to every chunk at a given level. |
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EssentialDepth |
The chunk hierarchy depth up to which chunks will always be processed. |
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Flags |
A collection of flags defined in DestructibleParametersFlag. |
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float |
FractureImpulseScale |
Scale factor used to apply an impulse force along the normal of chunk when fractured. |
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nvidia::apex::M... |
GApexModuleDestructible |
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float |
ImpactDamage |
Controls how much damage is applied upon collision. Damage = ImpactDamage * ImpactForce. |
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float |
ImpactResistance |
Controls how much resistance is applied to colliding objects. |
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float |
ImpactVelocityThreshold |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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float |
MaxChunkSpeed |
If greater than 0, the chunks' speeds will not be allowed to exceed this value. |
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MinimumFractureDepth |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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SpecialHierarchyDepths |
Special hierarchy depths for various behaviors. |
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ValidBounds |
"Debris chunks" (see debrisDepth, above) will be destroyed if they leave this box. |
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WorldTM |
APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |