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API > API/Plugins > API/Plugins/ApexDestruction
| Name | UDestructibleComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ApexDestruction/Source/ApexDestruction/Public/DestructibleComponent.h |
| Include Path | #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
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → USkinnedMeshComponent → UDestructibleComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IClothSimulationDataProvider
- ILODSyncInterface
- IDestructibleInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDestructibleComponent
(
const FObjectInitializer& ObjectInitializer |
DestructibleComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableHardSleeping | bool | Enable "hard sleeping" for destruction-generated PxActors. | DestructibleComponent.h |
|
| bFractureEffectOverride | uint32 | If set, use this actor's fracture effects instead of the asset's fracture effects. | DestructibleComponent.h |
|
| FractureEffects | TArray< struct FFractureEffect > | Fracture effects for each fracture level. Used only if Fracture Effect Override is set. | DestructibleComponent.h |
|
| LargeChunkThreshold | float | The minimum size required to treat chunks as Large. | DestructibleComponent.h |
|
| OnComponentFracture | FComponentFractureSignature | Called when a component is touched | DestructibleComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ContactOffsetFactor | float | Cached values for computing contact offsets | DestructibleComponent.h | |
| LargeChunkCollisionResponse | FCollisionResponse | Collision response used for chunks | DestructibleComponent.h | |
| MaxContactOffset | float | DestructibleComponent.h | ||
| MinContactOffset | float | DestructibleComponent.h | ||
| SmallChunkCollisionResponse | FCollisionResponse | DestructibleComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
DestructibleComponent.h | ||
virtual void AddForce
(
FVector Force, |
DestructibleComponent.h | ||
virtual void AddForceAtLocation
(
FVector Force, |
DestructibleComponent.h | ||
virtual void AddForceAtLocationLocal
(
FVector Force, |
DestructibleComponent.h | ||
virtual void AddImpulse
(
FVector Impulse, |
DestructibleComponent.h | ||
virtual void AddImpulseAtLocation
(
FVector Impulse, |
DestructibleComponent.h | ||
virtual void AddRadialForce
(
FVector Origin, |
DestructibleComponent.h | ||
virtual void AddRadialImpulse
(
FVector Origin, |
DestructibleComponent.h | ||
virtual void ApplyDamage
(
float DamageAmount, |
Take damage. | DestructibleComponent.h |
|
virtual void ApplyRadiusDamage
(
float BaseDamage, |
Take radius damage. | DestructibleComponent.h |
|
virtual void BeginPlay() |
DestructibleComponent.h | ||
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
DestructibleComponent.h | ||
virtual bool CanEditSimulatePhysics() |
DestructibleComponent.h | ||
virtual void Deactivate() |
DestructibleComponent.h | ||
virtual bool DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
DestructibleComponent.h | ||
virtual FBodyInstance * GetBodyInstance
(
FName BoneName, |
DestructibleComponent.h | ||
virtual UBodySetup * GetBodySetup() |
DestructibleComponent.h | ||
virtual FTransform GetSocketTransform
(
FName InSocketName, |
DestructibleComponent.h | ||
virtual bool IsAnySimulatingPhysics() |
DestructibleComponent.h | ||
virtual bool LineTraceComponent
(
FHitResult& OutHit, |
DestructibleComponent.h | ||
virtual void OnActorEnableCollisionChanged() |
DestructibleComponent.h | ||
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
DestructibleComponent.h | ||
virtual PRAGMA_ENABLE_DEPRECATION_WARNINGS void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
DestructibleComponent.h | ||
virtual void ReceiveComponentDamage
(
float DamageAmount, |
DestructibleComponent.h | ||
virtual void RefreshBoneTransforms
(
FActorComponentTickFunction* TickFunction |
DestructibleComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
DestructibleComponent.h | ||
void SetChunkVisible
(
int32 ChunkIndex, |
This method makes a chunk (fractured piece) visible or invisible. | DestructibleComponent.h | |
void SetChunkWorldRT
(
int32 ChunkIndex, |
This method sets a chunk's (fractured piece's) world rotation and translation. | DestructibleComponent.h | |
virtual void SetCollisionEnabled
(
ECollisionEnabled::Type NewType |
DestructibleComponent.h | ||
virtual void SetCollisionProfileName
(
FName InCollisionProfileName, |
DestructibleComponent.h | ||
virtual void SetCollisionResponseToAllChannels
(
ECollisionResponse NewResponse |
DestructibleComponent.h | ||
virtual void SetCollisionResponseToChannel
(
ECollisionChannel Channel, |
DestructibleComponent.h | ||
virtual void SetCollisionResponseToChannels
(
const FCollisionResponseContainer& NewReponses |
DestructibleComponent.h | ||
virtual void SetEnableGravity
(
bool bGravityEnabled |
DestructibleComponent.h | ||
virtual void SetMaterial
(
int32 ElementIndex, |
DestructibleComponent.h | ||
virtual void SetSimulatePhysics
(
bool bSimulate |
DestructibleComponent.h | ||
virtual void SetSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
DestructibleComponent.h | ||
virtual bool ShouldUpdateTransform
(
bool bLODHasChanged |
DestructibleComponent.h | ||
virtual bool SweepComponent
(
FHitResult& OutHit, |
DestructibleComponent.h | ||
virtual void WakeRigidBody
(
FName BoneName |
DestructibleComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnCreatePhysicsState() |
DestructibleComponent.h | ||
virtual void OnDestroyPhysicsState() |
DestructibleComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static int32 BoneIdxToChunkIdx
(
int32 BoneIdx |
DestructibleComponent.h | ||
static int32 ChunkIdxToBoneIdx
(
int32 ChunkIdx |
DestructibleComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DestructibleMesh_DEPRECATED | PRAGMA_DISABLE_DEPRECATION_WARNINGSTObjectPtr< class UDestructibleMesh > | Provide a blueprint interface for setting the destructible mesh | DestructibleComponent.h |
|
Deprecated Functions
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UE_DEPRECATED
(
"5.1", |
DestructibleComponent.h | ||
UE_DEPRECATED
(
"5.1", |
DestructibleComponent.h |