FracturedStaticMeshActor
Class in Engine · Engine.FracturedStaticMeshActor · native, placeable
Object › Actor › FracturedStaticMeshActor
Subclasses: FracturedSMActorSpawnable, FracturedStaticMeshActor_Spawnable, FracturedStaticMeshPart, H7FracturedMeshActor
Using it from Lua
h7.find_all("FracturedStaticMeshActor") -- live instances
h7.find_class("Engine.FracturedStaticMeshActor") -- the class
h7.hook("Engine.FracturedStaticMeshActor.ApplyCheckpointRecord", fn)
Structs
CheckpointRecord
| Field | Type |
bIsShutdown | bool |
FragmentVis | array |
DeferredPartToSpawn
| Field | Type |
ChunkIndex | int |
InitialVel | vector |
InitialAngVel | vector |
RelativeScale | float |
bExplosion | bool |
Properties
| Name | Type | Notes |
bBreakChunksOnActorTouch | bool | |
bShouldSaveForCheckpoint | bool | |
ChunkHealth | array | |
ChunkHealthScale | float | |
DeferredPartsToSpawn | array | transient |
ExplosionFractureSound | SoundCue | |
FractureCullMaxDistance | float | |
FractureCullMinDistance | float | |
FracturedByDamageType | arrayDamageType>> | |
FracturedStaticMeshComponent | FracturedStaticMeshComponent | const, editconst |
MaxPartsToSpawnAtOnce | int | |
MI_LoseChunkPreviousMaterial | MaterialInterface | transient |
OverrideFragmentDestroyEffects | array<ParticleSystem> | |
PartImpactEffect | PhysEffectInfo | |
SingleChunkFractureSound | SoundCue | |
SkinnedComponent | FracturedSkinnedMeshComponent | const |
Functions
| Name | Declaration |
ApplyCheckpointRecord | function ApplyCheckpointRecord(const out CheckpointRecord Record) |
BreakOffIsolatedIslands | native simulated event BreakOffIsolatedIslands(out array FragmentVis, array IgnoreFrags, vector ChunkDir, array<FracturedStaticMeshPart> DisableCollWithPart, bool bWantPhysChunks) |
BreakOffPartsInRadius | native simulated event BreakOffPartsInRadius(vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles) |
CreateCheckpointRecord | function CreateCheckpointRecord(out CheckpointRecord Record) |
Explode | simulated event Explode() |
FractureEffectIsRelevant | simulated function bool FractureEffectIsRelevant(bool bForceDedicated, Pawn EffectInstigator, out byte bWantPhysChunksAndParticles) |
HideFragmentsToMaximizeMemoryUsage | simulated event HideFragmentsToMaximizeMemoryUsage() |
HideOneFragment | simulated event HideOneFragment() |
IsFracturedByDamageType | simulated function bool IsFracturedByDamageType(class<DamageType> DmgType) |
NotifyHitByExplosion | simulated function NotifyHitByExplosion(Controller InstigatorController, float DamageAmount, class<DamageType> DmgType) |
PostBeginPlay | simulated event PostBeginPlay() |
RemoveDecals | protected final native simulated function RemoveDecals(int IndexToRemoveDecalsFrom) |
ResetHealth | final native simulated function ResetHealth() |
ResetVisibility | native simulated event ResetVisibility() |
SetLoseChunkReplacementMaterial | simulated event SetLoseChunkReplacementMaterial() |
ShouldSaveForCheckpoint | function bool ShouldSaveForCheckpoint() |
SpawnDeferredParts | native simulated event bool SpawnDeferredParts() |
SpawnPart | final native simulated function FracturedStaticMeshPart SpawnPart(int ChunkIndex, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion) |
SpawnPartMulti | final native simulated function FracturedStaticMeshPart SpawnPartMulti(array ChunkIndices, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion) |
TakeDamage | simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) |
Default values
MaxPartsToSpawnAtOnce=6
ChunkHealthScale=1.0
FractureCullMinDistance=512.0
FractureCullMaxDistance=4096.0
bEdShouldSnap=TRUE
bCollideActors=TRUE
bBlockActors=TRUE
bWorldGeometry=TRUE
bProjTarget=TRUE
bGameRelevant=TRUE
bRouteBeginPlayEvenIfStatic=FALSE
bCollideWhenPlacing=FALSE
bStatic=FALSE
bMovable=FALSE
bNoDelete=TRUE
bPathColliding=TRUE
bCanBeDamaged=true
SkinnedComponent=FracturedSkinnedComponent0
CollisionComponent=FracturedStaticMeshComponent0
FracturedStaticMeshComponent=FracturedStaticMeshComponent0
Inherited
| From | Members |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |