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| Name | ApexDestruction |
| Type | Runtime |
| Part of Plugins | Apex Destruction |
| Location | /Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/ |
| Module Build Rules | ApexDestruction.Build.cs |
Classes
| Name | Remarks |
|---|---|
| ADestructibleActor | |
| FActorFractureSignature | Delegate for notification when fracture occurs |
| FComponentFractureSignature | Delegate for notification when fracture occurs |
| UDestructibleComponent |
Structs
| Name | Remarks |
|---|---|
| FFractureMaterial | Parameters to describe the application of U,V coordinates on a particular slice within a destructible. |
Enums
Public
| Name | Remarks |
|---|---|
| EDestructibleImportOptions::Type | Options for APEX asset import. |
| EImpactDamageOverride | Chunks up to the depth DefaultImpactDamageDepth will take impact damage, unless IDO_On or IDO_Off is chosen. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdvancedParameters | FDestructibleAdvancedParameters | Parameters that are less-often used. See DestructibleAdvancedParameters. | DestructibleMesh.h |
|
| bAccurateRaycasts | uint32 | If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit for collisions with child chunks. | DestructibleMesh.h |
|
| bAssetDefinedSupport | uint32 | Flags that apply to a destructible actor. | DestructibleMesh.h |
|
| bCrumbleSmallestChunks | uint32 | If set, the smallest chunks may be further broken down, either by fluid crumbles (if a crumble particle system is specified in the NxDestructibleActorDesc), or by simply removing the chunk if no crumble particle system is specified. | DestructibleMesh.h |
|
| bCustomImpactResistance | bool | By default, objects that collide with destructibles will bounce back. | DestructibleMesh.h |
|
| bDebrisMaxSeparation | uint32 | Whether or not chunks at or deeper than the "debris" depth (see NxDestructibleParameters::debrisDepth) will be removed if they separate too far from their origins. | DestructibleMesh.h |
|
| bDebrisTimeout | uint32 | Whether or not chunks at or deeper than the "debris" depth (see NxDestructibleParameters::debrisDepth) will time out. | DestructibleMesh.h |
|
| bDoNotCrumble | bool | Defines the chunk to be uncrumbleable. | DestructibleFractureSettings.h |
|
| bDoNotDamage | bool | Defines the chunk to be undamageable. | DestructibleFractureSettings.h |
|
| bDoNotFracture | bool | Per-chunk authoring data. | DestructibleFractureSettings.h |
|
| bEnableDebris | bool | Enables debris at a specific depth level. | DestructibleMesh.h |
|
| bEnableImpactDamage | bool | Whether to apply damage to destructible when colliding with an object. | DestructibleMesh.h |
|
| bFormExtendedStructures | uint32 | If initially static, the destructible will become part of an extended support structure if it is in contact with another static destructible that also has this flag set. | DestructibleMesh.h |
|
| bUseValidBounds | uint32 | If set, the ValidBounds field of NxDestructibleParameters will be used. | DestructibleMesh.h |
|
| bWorldSupport | uint32 | If set, then chunks which overlap the Scene's static geometry will have environmental support in static destructibles. | DestructibleMesh.h |
|
| DamageSpread | float | Parameters that pertain to chunk damage. | DestructibleMesh.h |
|
| DebrisDepth | int32 | The hierarchy depth at which chunks are considered to be "debris." | DestructibleMesh.h |
|
| DebrisLifetimeMax | float | Parameters that pertain to chunk debris-level settings. | DestructibleMesh.h |
|
| DebrisMaxSeparationMax | float | DestructibleMesh.h |
|
|
| DebrisMaxSeparationMin | float | "Debris chunks" (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. | DestructibleMesh.h |
|
| DebrisParameters | FDestructibleDebrisParameters | Parameters that apply to a destructible actor. | DestructibleMesh.h |
|
| DefaultImpactDamageDepth | int32 | Max depth level where impact damage is enabled. | DestructibleMesh.h |
|
| DepthParameters | PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< struct FDestructibleDepthParameters > | Parameters that apply to every chunk at a given level. | DestructibleMesh.h |
|
| EssentialDepth | int32 | The chunk hierarchy depth up to which chunks will always be processed. | DestructibleMesh.h |
|
| Flags | PRAGMA_ENABLE_DEPRECATION_WARNINGS struct FDestructibleParametersFlag | A collection of flags defined in DestructibleParametersFlag. | DestructibleMesh.h |
|
| FractureImpulseScale | float | Scale factor used to apply an impulse force along the normal of chunk when fractured. | DestructibleMesh.h |
|
| GApexModuleDestructible | nvidia::apex::ModuleDestructible * | ApexDestructionModule.h | ||
| ImpactDamage | float | Controls how much damage is applied upon collision. Damage = ImpactDamage * ImpactForce. | DestructibleMesh.h |
|
| ImpactResistance | float | Controls how much resistance is applied to colliding objects. | DestructibleMesh.h |
|
| ImpactVelocityThreshold | float | Parameters that are less-often used. | DestructibleMesh.h |
|
| MaxChunkSpeed | float | If greater than 0, the chunks' speeds will not be allowed to exceed this value. | DestructibleMesh.h |
|
| MinimumFractureDepth | int32 | Special hierarchy depths for various behaviors. | DestructibleMesh.h |
|
| SpecialHierarchyDepths | FDestructibleSpecialHierarchyDepths | Special hierarchy depths for various behaviors. | DestructibleMesh.h |
|
| ValidBounds | FBox | "Debris chunks" (see debrisDepth, above) will be destroyed if they leave this box. | DestructibleMesh.h |
|
| WorldTM | FTransform | ApexDestructionCustomPayload.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDestructibleAdvancedParameters() |
DestructibleMesh.h | ||
FDestructibleChunkParameters() |
DestructibleFractureSettings.h | ||
FDestructibleDamageParameters() |
DestructibleMesh.h | ||
FDestructibleDebrisParameters() |
DestructibleMesh.h | ||
FDestructibleDepthParameters() |
Properties that may be set for all chunks at a particular depth in the fracture hierarchy. | DestructibleMesh.h | |
FDestructibleParametersFlag() |
DestructibleMesh.h | ||
FDestructibleSpecialHierarchyDepths() |
Default constructor. | DestructibleMesh.h | |
FUpdateChunksInfo
(
int32 InChunkIndex, |
ApexDestructionCustomPayload.h | ||
class UE_DEPRECATED (
|
DestructibleActor.h | ||
class UE_DEPRECATED (
|
This component holds the physics data for a DestructibleActor. | DestructibleComponent.h |