FracturedStaticMeshPart
Class in Engine · Engine.FracturedStaticMeshPart · native
Object › Actor › FracturedStaticMeshActor › FracturedStaticMeshPart
Using it from Lua
h7.find_all("FracturedStaticMeshPart") -- live instances
h7.find_class("Engine.FracturedStaticMeshPart") -- the class
h7.hook("Engine.FracturedStaticMeshPart.BreakOffPartsInRadius", fn)
Properties
| Name | Type | Notes |
AsleepRBChannel | ERBCollisionChannel | |
BaseFracturedMeshActor | FracturedStaticMeshActor | transient |
bChangeRBChannelWhenAsleep | bool | |
bCompositeThatExplodesOnImpact | bool | |
bHasBeenRecycled | bool | |
CurrentVibrationLevel | float | |
DestroyPartRadiusFactor | float | |
FracPartGravScale | float | |
LastImpactSoundTime | float | |
LastSpawnTime | float | |
OldVelocity | vector | |
PartPoolIndex | int | |
Functions
| Name | Declaration |
BreakOffPartsInRadius | simulated event BreakOffPartsInRadius(vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles) |
Explode | simulated event Explode() |
FellOutOfWorld | simulated event FellOutOfWorld(class<DamageType> dmgType) |
Initialize | native simulated function Initialize() |
RecyclePart | native simulated function RecyclePart(bool bAddToFreePool) |
TakeDamage | simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) |
TryToCleanUp | simulated function TryToCleanUp() |
Default values
SkinnedComponent=none
DestroyPartRadiusFactor=10
bNoDelete=FALSE
bMovable=TRUE
bWorldGeometry=FALSE
bPathColliding=FALSE
TickGroup=TG_PostAsyncWork
bNetInitialRotation=true
bCollideActors=TRUE
bBlockActors=FALSE
bNoEncroachCheck=TRUE
Physics=PHYS_RigidBody
RemoteRole=ROLE_None
LifeSpan=15.0
FracPartGravScale=2.0
bChangeRBChannelWhenAsleep=FALSE
AsleepRBChannel=RBCC_GameplayPhysics
Inherited