The Damage amount which will cause a chunk to fracture (break free).
Controls the distance into the destructible Actor to propagate the damage. The damage applied to the chunk is multiplied by Damage Spread to get the propagation distance.
Enable Impact Damage
Whether to apply damage to a destructible when colliding with an object.
If a chunk is at a depth which has impact damage set, it will take damage equal to Impact Damage times the impact force when it collides with another object (assuming Report Rigid Collisions are enabled on both objects).
Custom Impact Resistance
By default objects that collide with destructibles will bounce back. Custom resistance allows for finer control of how much a destructible "pushes back" against a colliding object.
When a chunk takes impact damage due to physical contact, this parameter is the maximum impulse the contact can generate. Weak materials will have this set low, so heavier objects can pass through them during fracture. 0.0 is interpreted at infinite.
Default Impact Damage
Impact damage will be taken to this depth. If negative, impact damage is disabled.
Debris Lifetime Min
"Debris chunks" (see debris Depth, below) will be destroyed after a time (in seconds) separated from non-debris chunks. The actual lifetime is interpolated between these two bDebrisTimeout, based upon the module's LOD setting. To disable lifetime, clear the bDebrisTimeout flag in the flags field. If
debrisLifetimeMax < debrisLifetimeMin, the mean of the two is used for both.
Debris Lifetime Max
Debris Max Separation Min
"Debris chunks" (see debris Depth, below) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. The actual maxSeparation is interpolated between these two values, based upon the module's LOD setting. To disable maxSeparation, clear the bDebrisMaxSeparation flag in the flags field. If
debrisMaxSeparationMax < debrisMaxSeparationMin, the mean of the two is used for both.
Debris Max Separation Max
"Debris chunks" (see debris Depth, below) will be destroyed if they leave this box. The box translates with the destructible Actor's initial position, but does not rotate or scale.
Limits the amount of damage applied to a chunk. This is useful for preventing the entire destructible from getting pulverized by a very large application of damage. This can easily happen when impact damage is used, and the damage amount is proportional to the impact force (see forceToDamage).
Impact Velocity Threshold
Large impact force may be reported if rigid bodies are spawned inside one another. In this case, the relative velocity of the two objects will be low. This variable allows the user to set a minimum velocity threshold for impacts to ensure that the objects are moving at a min velocity in order for the impact force to be considered.
Max Chunk Speed
If greater than 0, the chunks' speeds will not be allowed to exceed this value. Use 0 to disable this feature (this is the default).
Fracture Impulse Scale
Scale factor used to apply an impulse force along the normal of chunk when fractured. This is used in order to "push" the pieces out as they fracture.
The chunk hierarchy depth at which to create a support graph. Higher depth levels give more detailed support, but will give a higher computational load. Chunks below the support depth will never be supported.
Minimum Fracture Depth
The chunks will not be broken free below this depth.
The chunk hierarchy depth at which chunks are considered to be "debris." Chunks at this depth or below will be considered for various debris settings, such as debrisLifetime. Negative values indicate that no chunk depth is considered debris.
Essential LOD Depth
The chunk hierarchy depth up to which chunks will always be processed. These chunks are considered to be essential either for gameplay or visually. The minimum value is 0, meaning the level 0 chunk is always considered essential.
Depth Parameters - Per Depth Level
Impact Damage Override
Chunks up to the depth set in Default Impact Damage Depth will take impact damage unless one of the override options is chosen.
If set, chunks will "remember" damage applied to them, so that many applications of a damage amount below damageThreshold will eventually fracture the chunk. If not set, a single application of damage must exceed damageThreshold in order to fracture the chunk.
Asset Defined Support
If set, then chunks which are tagged as "support" chunks will have environmental support in static destructibles. Note: if both bAssetDefinedSupport and bWorldSupport are set, then chunks must be tagged as "support" chunks AND overlap the NxScene's static geometry in order to be environmentally supported.
If set, then chunks which overlap the NxScene's static geometry will have environmental support in static destructibles. Note: if both bAssetDefinedSupport and bWorldSupport are set, then chunks must be tagged as "support" chunks AND overlap the NxScene's static geometry in order to be environmentally supported.
Whether or not chunks at or deeper than the "debris" depth will time out.
Debris Max Separation
Whether or not chunks at or deeper than the "debris" depth will be removed if they separate too far from their origins.
Crumble Smallest Chunks
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.
If set, the Raycast function will search within the nearest visible chunk hit for collisions with child chunks. This is used to get a better raycast position and normal, in case the parent collision volume does not tightly fit the graphics mesh. The returned chunk index will always be that of the visible parent that is intersected, however.
Use Valid Bounds
If set, the validBounds field of NxDestructibleParameters will be used. These bounds are translated (but not scaled or rotated) to the origin of the destructible Actor. If a chunk or chunk island moves outside of those bounds, it is destroyed.
Form Extended Structures
If this is set and the destructible is initially static, it will become part of an extended support structure if it is in contact with another static destructible that also has this flag set.
Fracture Effects - Per Depth Level
The particle system to spawn when a chunk breaks.
The sound or sound cue to play when a chunk breaks.