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Unreal Engine C++ API Reference > Plugins > ApexDestruction
Inheritance Hierarchy
- USkinnedMeshComponent
- IDestructibleInterface
- UDestructibleComponent
References
Module | ApexDestruction |
Header | /Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleComponent.h |
Include | #include "DestructibleComponent.h" |
Syntax
UCLASS (ClassGroup=Physics,
HideCategories=(Object, Mesh, "Mesh|SkeletalAsset", "Components|SkinnedMesh", Mirroring, Activation, "Components|Activation"),
Config=Engine, EditInlineNew, Meta=(BlueprintSpawnableComponent))
class UDestructibleComponent :
public USkinnedMeshComponent,
public IDestructibleInterface
Variables
Type | Name | Description | |
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bool | bEnableHardSleeping | Enable "hard sleeping" for destruction-generated PxActors. |
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uint32: 1 | bFractureEffectOverride | If set, use this actor's fracture effects instead of the asset's fracture effects. |
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TArray< struct FFractureEffect > | FractureEffects | Fracture effects for each fracture level. Used only if Fracture Effect Override is set. |
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float | LargeChunkThreshold | The minimum size required to treat chunks as Large. |
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FComponentFractureSignature | OnComponentFracture | Called when a component is touched |
Constructors
Type | Name | Description | |
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UDestructibleComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Activate
(
bool bReset |
|
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void | AddForce
(
FVector Force, |
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void | AddForceAtLocation
(
FVector Force, |
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void | AddForceAtLocationLocal
(
FVector Force, |
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void | AddImpulse
(
FVector Impulse, |
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void | AddImpulseAtLocation
(
FVector Impulse, |
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void | AddRadialForce
(
FVector Origin, |
|
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void | AddRadialImpulse
(
FVector Origin, |
|
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void | ApplyDamage
(
float DamageAmount, |
Take damage. |
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void | ApplyRadiusDamage
(
float BaseDamage, |
Take radius damage. |
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void | BeginPlay () |
|
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int32 | BoneIdxToChunkIdx
(
int32 BoneIdx |
|
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
|
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bool | ||
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int32 | ChunkIdxToBoneIdx
(
int32 ChunkIdx |
|
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void | Deactivate () |
|
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bool | DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
|
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FBodyInstance * | GetBodyInstance
(
FName BoneName, |
|
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UBodySetup * | GetBodySetup () |
|
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FTransform | GetSocketTransform
(
FName InSocketName, |
|
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bool | ||
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bool | LineTraceComponent
(
FHitResult& OutHit, |
|
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void | ||
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void | ||
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void | ||
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void | OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | ReceiveComponentDamage
(
float DamageAmount, |
|
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void | RefreshBoneTransforms
(
FActorComponentTickFunction* TickFunction |
|
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void | Serialize
(
FArchive& Ar |
|
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void | SetChunkVisible
(
int32 ChunkIndex, |
This method makes a chunk (fractured piece) visible or invisible. |
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void | SetChunkWorldRT
(
int32 ChunkIndex, |
This method sets a chunk's (fractured piece's) world rotation and translation. |
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void | SetCollisionEnabled
(
ECollisionEnabled::Type NewType |
|
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void | SetCollisionProfileName
(
FName InCollisionProfileName, |
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void | SetCollisionResponseToAllChannels
(
ECollisionResponse NewResponse |
|
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void | SetCollisionResponseToChannel
(
ECollisionChannel Channel, |
|
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void | SetCollisionResponseToChannels
(
const FCollisionResponseContainer& NewReponses |
|
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void | SetEnableGravity
(
bool bGravityEnabled |
|
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void | SetMaterial
(
int32 ElementIndex, |
|
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void | SetSimulatePhysics
(
bool bSimulate |
|
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void | SetSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
|
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bool | ShouldUpdateTransform
(
bool bLODHasChanged |
|
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bool | SweepComponent
(
FHitResult& OutHit, |
|
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void | WakeRigidBody
(
FName BoneName |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< class UDestructibleMesh > | DestructibleMesh_DEPRECATED | Provide a blueprint interface for setting the destructible mesh |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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UE_DEPRECATED
(
"5.1", |
||
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UE_DEPRECATED
(
"5.1", |