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Engine.FracturedStaticMeshPart

Extends
FracturedStaticMeshActor
Modifiers
native ( Mesh ) notplaceable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.FracturedStaticMeshActor
      |   
      +-- Engine.FracturedStaticMeshPart

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
ERBCollisionChannelAsleepRBChannel
FracturedStaticMeshActorBaseFracturedMeshActor
boolbChangeRBChannelWhenAsleep
boolbCompositeThatExplodesOnImpact
boolbHasBeenRecycled
floatCurrentVibrationLevel
floatDestroyPartRadiusFactor
floatFracPartGravScale
floatLastImpactSoundTime
floatLastSpawnTime
vectorOldVelocity
intPartPoolIndex
Inherited Variables from Engine.FracturedStaticMeshActor
bBreakChunksOnActorTouch, bHasShownMissingSoundWarning, ChunkHealth, ChunkHealthScale, DeferredPartsToSpawn, ExplosionFractureSound, FractureCullMaxDistance, FractureCullMinDistance, FracturedByDamageType, FracturedStaticMeshComponent, MaxPartsToSpawnAtOnce, MI_LoseChunkPreviousMaterial, OverrideFragmentDestroyEffects, PartImpactEffect, SingleChunkFractureSound, SkinnedComponent
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.FracturedStaticMeshActor
DeferredPartToSpawn
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
event BreakOffPartsInRadius (vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles))
event Explode ()))
event FellOutOfWorld (class<DamageType> dmgType))
function Initialize ()
function RecyclePart (bool bAddToFreePool)
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TryToCleanUp ()))
Inherited Functions from Engine.FracturedStaticMeshActor
BreakOffIsolatedIslands, BreakOffPartsInRadius, Explode, FractureEffectIsRelevant, HideFragmentsToMaximizeMemoryUsage, HideOneFragment, IsFracturedByDamageType, NotifyHitByExplosion, PostBeginPlay, RemoveDecals, ResetHealth, ResetVisibility, SetLoseChunkReplacementMaterial, SpawnDeferredParts, SpawnPart, SpawnPartMulti, TakeDamage
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap


Variables Detail

AsleepRBChannel Source code

var ERBCollisionChannel AsleepRBChannel;
If bChangeRBChannelWhenAsleep is TRUE, RBChannel to switch to when asleep.

BaseFracturedMeshActor Source code

var transient FracturedStaticMeshActor BaseFracturedMeshActor;
Base FracturedStaticMeshActor that this part was spawned off of.

bChangeRBChannelWhenAsleep Source code

var bool bChangeRBChannelWhenAsleep;
If TRUE, check when piece goes to sleep, and then change its RBChannel.

bCompositeThatExplodesOnImpact Source code

var bool bCompositeThatExplodesOnImpact;
Indicates that this part consists of more than 1 chunk - and should explode upon impact.

bHasBeenRecycled Source code

var bool bHasBeenRecycled;
Indicates whether this part has already been recycled and just needs to be initialized to be used again.

CurrentVibrationLevel Source code

var float CurrentVibrationLevel;
If oldvel dot newvel < -DestroyVelChangeThresh, destroy piece.

DestroyPartRadiusFactor Source code

var float DestroyPartRadiusFactor;
This part will be destroyed if it gets further than BaseFracturedMeshActor's radius * DestroyPartRadiusFactor from BaseFracturedMeshActor.

FracPartGravScale Source code

var float FracPartGravScale;
Additional gravity scaling for fracture pieces

LastImpactSoundTime Source code

var float LastImpactSoundTime;
Time since last physics impact sound

LastSpawnTime Source code

var float LastSpawnTime;
Last time that this pieces was spawned.

OldVelocity Source code

var vector OldVelocity;
Used to store preview frames velocity, to look for sudden velocity changes.

PartPoolIndex Source code

var int PartPoolIndex;
Used to know index within pool in FractureManager, so we replace it in the free pool.


Functions Detail

BreakOffPartsInRadius Source code

simulated event BreakOffPartsInRadius ( vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles) )
For broken off pieces, we only want to spawn more parts if its a shatterable composite.

Explode Source code

simulated event Explode ( ) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )

Initialize Source code

simulated native function Initialize ( )
Revive part, set physics to PHYS_RigidBody, enabled collision etc

RecyclePart Source code

simulated native function RecyclePart ( bool bAddToFreePool )
Reset state of this part - clear mesh reference, put in PHYS_None, disable collision etc

TakeDamage Source code

simulated event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
Used so weapons etc move parts.

TryToCleanUp Source code

simulated function TryToCleanUp ( ) )
Try to clean up this part if its not seen. If it is seen, keep trying until it isn't.


Defaultproperties

defaultproperties
{
	Components.Remove(LightEnvironment0)
	Components.Remove(FracturedSkinnedComponent0)
	SkinnedComponent=none

	Begin Object Name=FracturedStaticMeshComponent0
		bCastDynamicShadow=FALSE
		bForceDirectLightMap=FALSE
		bAllowApproximateOcclusion=TRUE
		BlockRigidBody=TRUE
		bAcceptsStaticDecals=FALSE
		bAcceptsDynamicDecals=FALSE
		bSkipRBGeomCreation=TRUE 
		BlockNonZeroExtent=FALSE
		BlockZeroExtent=FALSE
		RBChannel=RBCC_FracturedMeshPart
		RBCollideWithChannels=(Default=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,FracturedMeshPart=TRUE)
		bUseVisibleVertsForBounds=TRUE
		bUseDynamicIndexBuffer=FALSE
		bUseDynamicIBWithHiddenFragments=FALSE
		bUseSkinnedRendering=TRUE
		bInitialVisibilityValue=FALSE
		bUsePrecomputedShadows=FALSE
	End Object

	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
}

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Creation time: ti 22-3-2011 19:56:49.026 - Created with UnCodeX