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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

FieldType
bIsShutdownbool
FragmentVisarray

DeferredPartToSpawn

FieldType
ChunkIndexint
InitialVelvector
InitialAngVelvector
RelativeScalefloat
bExplosionbool

Properties

NameTypeNotes
bBreakChunksOnActorTouchbool
bShouldSaveForCheckpointbool
ChunkHealtharray
ChunkHealthScalefloat
DeferredPartsToSpawnarraytransient
ExplosionFractureSoundSoundCue
FractureCullMaxDistancefloat
FractureCullMinDistancefloat
FracturedByDamageTypearrayDamageType>>
FracturedStaticMeshComponentFracturedStaticMeshComponentconst, editconst
MaxPartsToSpawnAtOnceint
MI_LoseChunkPreviousMaterialMaterialInterfacetransient
OverrideFragmentDestroyEffectsarray<ParticleSystem>
PartImpactEffectPhysEffectInfo
SingleChunkFractureSoundSoundCue
SkinnedComponentFracturedSkinnedMeshComponentconst

Functions

NameDeclaration
ApplyCheckpointRecordfunction ApplyCheckpointRecord(const out CheckpointRecord Record)
BreakOffIsolatedIslandsnative simulated event BreakOffIsolatedIslands(out array FragmentVis, array IgnoreFrags, vector ChunkDir, array<FracturedStaticMeshPart> DisableCollWithPart, bool bWantPhysChunks)
BreakOffPartsInRadiusnative simulated event BreakOffPartsInRadius(vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles)
CreateCheckpointRecordfunction CreateCheckpointRecord(out CheckpointRecord Record)
Explodesimulated event Explode()
FractureEffectIsRelevantsimulated function bool FractureEffectIsRelevant(bool bForceDedicated, Pawn EffectInstigator, out byte bWantPhysChunksAndParticles)
HideFragmentsToMaximizeMemoryUsagesimulated event HideFragmentsToMaximizeMemoryUsage()
HideOneFragmentsimulated event HideOneFragment()
IsFracturedByDamageTypesimulated function bool IsFracturedByDamageType(class<DamageType> DmgType)
NotifyHitByExplosionsimulated function NotifyHitByExplosion(Controller InstigatorController, float DamageAmount, class<DamageType> DmgType)
PostBeginPlaysimulated event PostBeginPlay()
RemoveDecalsprotected final native simulated function RemoveDecals(int IndexToRemoveDecalsFrom)
ResetHealthfinal native simulated function ResetHealth()
ResetVisibilitynative simulated event ResetVisibility()
SetLoseChunkReplacementMaterialsimulated event SetLoseChunkReplacementMaterial()
ShouldSaveForCheckpointfunction bool ShouldSaveForCheckpoint()
SpawnDeferredPartsnative simulated event bool SpawnDeferredParts()
SpawnPartfinal native simulated function FracturedStaticMeshPart SpawnPart(int ChunkIndex, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion)
SpawnPartMultifinal native simulated function FracturedStaticMeshPart SpawnPartMulti(array ChunkIndices, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion)
TakeDamagesimulated 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

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions