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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

NameTypeNotes
AsleepRBChannelERBCollisionChannel
BaseFracturedMeshActorFracturedStaticMeshActortransient
bChangeRBChannelWhenAsleepbool
bCompositeThatExplodesOnImpactbool
bHasBeenRecycledbool
CurrentVibrationLevelfloat
DestroyPartRadiusFactorfloat
FracPartGravScalefloat
LastImpactSoundTimefloat
LastSpawnTimefloat
OldVelocityvector
PartPoolIndexint

Functions

NameDeclaration
BreakOffPartsInRadiussimulated event BreakOffPartsInRadius(vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles)
Explodesimulated event Explode()
FellOutOfWorldsimulated event FellOutOfWorld(class<DamageType> dmgType)
Initializenative simulated function Initialize()
RecyclePartnative simulated function RecyclePart(bool bAddToFreePool)
TakeDamagesimulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
TryToCleanUpsimulated 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

FromMembers
FracturedStaticMeshActor16 properties, 20 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions