| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleComponent.h |
Include |
#include "DestructibleComponent.h" |
UCLASS(ClassGroup=Physics,
HideCategories=(Object, Mesh, "Mesh|SkeletalAsset", "Components|SkinnedMesh", Mirroring, Activation, "Components|Activation"),
Config=Engine, EditInlineNew, Meta=(BlueprintSpawnableComponent))
class UDestructibleComponent :
public USkinnedMeshComponent,
public IDestructibleInterface
Name | Description | ||
---|---|---|---|
|
bool |
bEnableHardSleeping |
Enable "hard sleeping" for destruction-generated PxActors. |
|
uint32: 1 |
bFractureEffectOverride |
If set, use this actor's fracture effects instead of the asset's fracture effects. |
|
TArray< struct ... |
FractureEffects |
Fracture effects for each fracture level. Used only if Fracture Effect Override is set. |
|
float |
LargeChunkThreshold |
The minimum size required to treat chunks as Large. |
|
OnComponentFracture |
Called when a component is touched |
Name | Description | |
---|---|---|
|
UDestructibleComponent ( |
Name | Description | ||
---|---|---|---|
|
int32 |
BoneIdxToChunkIdx ( |
|
|
int32 |
ChunkIdxToBoneIdx ( |
|
|
UDestructibl... |
GetDestructibleMesh() |
|
|
void |
SetChunkVisible ( |
This method makes a chunk (fractured piece) visible or invisible. |
|
void |
SetChunkWorldRT ( |
This method sets a chunk's (fractured piece's) world rotation and translation. |
|
void |
SetDestructibleMesh ( |
Name | Description | ||
---|---|---|---|
|
void |
RefreshBoneTransforms ( |
Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.) |
|
bool |
ShouldUpdateTransform ( |
Should update transform in Tick |
Name | Description | ||
---|---|---|---|
|
void |
AddForce ( |
Add a force to a single rigid body. |
|
void |
AddForceAtLocation ( |
Add a force to a single rigid body at a particular location in world space. |
|
void |
AddForceAtLocationLocal ( |
Add a force to a single rigid body at a particular location. |
|
void |
AddImpulse ( |
Add an impulse to a single rigid body. Good for one time instant burst. |
|
void |
AddImpulseAtLocation ( |
Add an impulse to a single rigid body at a specific location. |
|
void |
AddRadialForce ( |
Add a force to all bodies in this component, originating from the supplied world-space location. |
|
void |
AddRadialImpulse ( |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. |
|
bool |
CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component |
|
bool |
DoCustomNavigableGeometryExport ( |
Collects custom navigable geometry of component. |
|
FBodyInstanc... |
GetBodyInstance ( |
Returns BodyInstance of the component. |
|
UBodySetup &... |
GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
|
bool |
LineTraceComponent ( |
Trace a ray against just this component. |
|
void |
ReceiveComponentDamage ( |
Event called when a component is 'damaged', allowing for component class specific behaviour |
|
void |
SetCollisionEnabled ( |
Controls what kind of collision is enabled for this body |
|
void |
SetCollisionProfileName ( |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting |
|
void |
SetCollisionResponseToAllChannels ( |
Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse |
|
void |
SetCollisionResponseToChannel ( |
Changes a member of the ResponseToChannels container for this PrimitiveComponent. |
|
void |
SetCollisionResponseToChannels ( |
Changes the whole ResponseToChannels container for this PrimitiveComponent. |
|
void |
SetEnableGravity ( |
Enables/disables whether this component is affected by gravity. |
|
void |
SetMaterial ( |
Changes the material applied to an element of the mesh. |
|
void |
SetSimulatePhysics ( |
Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). |
|
bool |
SweepComponent ( |
Trace a shape against just this component. |
|
void |
WakeRigidBody ( |
'Wake' physics simulation for a single body. |
Name | Description | ||
---|---|---|---|
|
FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
|
FTransform |
GetSocketTransform ( |
Get world-space socket transform. |
|
bool |
IsAnySimulatingPhysics() |
Returns whether the specified body is currently using physics simulation |
|
void |
OnUpdateTransform ( |
Native callback when this component is moved |
Name | Description | ||
---|---|---|---|
|
void |
Activate ( |
Activates the SceneComponent, should be overridden by native child classes. |
|
void |
BeginPlay() |
Used to detach physics objects before simulation begins. |
|
void |
Deactivate() |
Deactivates the SceneComponent. |
|
void |
OnActorEnableCollisionChanged() |
Called on each component when the Actor's bEnableCollisionChanged flag changes |
|
void |
OnCreatePhysicsState() |
Used to create any physics engine information for this component |
|
void |
OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
Name | Description | ||
---|---|---|---|
|
void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
---|---|---|---|
|
void |
ApplyDamage ( |
Take damage. |
|
void |
ApplyRadiusDamage ( |
Take radius damage. |
Name | Description | ||
---|---|---|---|
|
TObjectPtr< cla... |
DestructibleMesh_DEPRECATED |
Provide a blueprint interface for setting the destructible mesh |
Name | Description | ||
---|---|---|---|
|
void |
SetSkeletalMesh ( |
Use USkeletalMeshComponent::SetSkeletalMesh() or SetSkinnedAssetAndUpdate() instead. |