AInteractiveFoliageActor

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Inheritance Hierarchy

References

Module

Foliage

Header

/Engine/Source/Runtime/Foliage/Public/InteractiveFoliageActor.h

Include

#include "InteractiveFoliageActor.h"

Syntax

class AInteractiveFoliageActor : public AStaticMeshActor

Variables

Name Description

Public variable

float

 

FoliageDamageImpulseScale

Scales forces applied from damage events.

Public variable

float

 

FoliageDamping

Determines the amount of energy lost by the spring as it oscillates.

Public variable

float

 

FoliageStiffness

Determines how strong the force that pushes toward the spring's center will be.

Public variable

float

 

FoliageStiffnessQuadratic

Same as FoliageStiffness, but the strength of this force increases with the square of the distance to the spring's center.

Public variable

float

 

FoliageTouchImpulseScale

Scales forces applied from touch events.

Public variable

float

 

Mass

Public variable

float

 

MaxDamageImpulse

Clamps the magnitude of each damage force applied.

Public variable

float

 

MaxForce

Clamps the magnitude of combined forces applied each update.

Public variable

float

 

MaxTouchImpulse

Clamps the magnitude of each touch force applied.

Constructors

Name Description

Public function

AInteractiveFoliageActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

CapsuleTouched

(
    UPrimitiveComponent* Overlappe...,
    AActor* Other,
    UPrimitiveComponent* OtherComp,
    int32 OtherBodyIndex,
    bool bFromSweep,
    const FHitResult& OverlapInfo
)

Called when capsule is touched

Protected function

void

 

SetupCollisionCylinder()

Overridden from AActor

Name Description

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Public function Virtual

float

 

TakeDamage

(
    float DamageAmount,
    FDamageEvent const& DamageEvent,
    AController* EventInstigator,
    AActor* DamageCauser
)

Apply damage to this actor.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.