FracturedStaticMeshComponent
Class in Engine · Engine.FracturedStaticMeshComponent · native
Object › Component › ActorComponent › PrimitiveComponent › MeshComponent › StaticMeshComponent › FracturedBaseComponent › FracturedStaticMeshComponent
Using it from Lua
h7.find_all("FracturedStaticMeshComponent") -- live instances
h7.find_class("Engine.FracturedStaticMeshComponent") -- the class
h7.hook("Engine.FracturedStaticMeshComponent.GetBoundaryHiddenFragments", fn)
Structs
FragmentGroup
| Field | Type |
FragmentIndices | array |
bGroupIsRooted | bool |
Properties
| Name | Type | Notes |
bBottomFragmentsRootNonDestroyable | bool | |
bTopFragmentsRootNonDestroyable | bool | |
bUseSkinnedRendering | bool | const, protected |
bUseVisibleVertsForBounds | bool | |
FragmentBoundsMaxZ | float | |
FragmentBoundsMinZ | float | |
FragmentNeighborsVisible | array | const, transient, protected |
LoseChunkOutsideMaterialOverride | MaterialInterface | |
SkinnedComponent | FracturedSkinnedMeshComponent | transient |
TopBottomFragmentDistThreshold | float | |
VisibleBox | Box | const, protected |
Functions
| Name | Declaration |
GetBoundaryHiddenFragments | final native function array GetBoundaryHiddenFragments(array AdditionalVisibleFragments) |
GetCoreFragmentIndex | final native function int GetCoreFragmentIndex() |
GetFracturedMeshPhysMaterial | final native function PhysicalMaterial GetFracturedMeshPhysMaterial() |
GetFragmentAverageExteriorNormal | final native function vector GetFragmentAverageExteriorNormal(int FragmentIndex) |
GetFragmentBox | final native function box GetFragmentBox(int FragmentIndex) |
GetFragmentGroups | final native function array<FragmentGroup> GetFragmentGroups(array IgnoreFragments, float MinConnectionArea) |
IsFragmentDestroyable | final native function bool IsFragmentDestroyable(INT FragmentIndex) |
IsNoPhysFragment | final native function bool IsNoPhysFragment(INT FragmentIndex) |
IsRootFragment | final native function bool IsRootFragment(INT FragmentIndex) |
RecreatePhysState | final native function RecreatePhysState() |
SetVisibleFragments | final native function SetVisibleFragments(array VisibilityFactors) |
Default values
OverriddenLightMapResolution=64
OverriddenLightMapRes=64
TopBottomFragmentDistThreshold=0.1
bUsePrecomputedShadows=TRUE
Inherited