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Unreal Engine C++ API Reference > Plugins
Classes
Type | Name | Description | |
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ADestructibleActor | ||
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FActorFractureSignature | Delegate for notification when fracture occurs | |
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FComponentFractureSignature | Delegate for notification when fracture occurs | |
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FFractureMaterial | Parameters to describe the application of U,V coordinates on a particular slice within a destructible. | |
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UDestructibleComponent |
Enums
Type | Name | Description | |
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EDestructibleImportOptions::Type | Options for APEX asset import. | |
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EImpactDamageOverride | Chunks up to the depth DefaultImpactDamageDepth will take impact damage, unless IDO_On or IDO_Off is chosen. |
Functions
Type | Name | Description | |
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class | deprecated
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"APEX is deprecated. Destruction in future will be supported using Chaos Destruction."" Please updat..., |
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class | deprecated
(
"APEX is deprecated. Destruction in future will be supported using Chaos Destruction."" Please updat..., |
This component holds the physics data for a DestructibleActor. |
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APEX is deprecated. Destruction in future will be supported using Chaos Destruction. | ||
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Default constructor. | ||
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FUpdateChunksInfo
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int32 InChunkIndex, |
Variables
Type | Name | Description | |
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FDestructibleAdvancedParameters | AdvancedParameters | Parameters that are less-often used. See DestructibleAdvancedParameters. |
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uint32 | bAccurateRaycasts | If set, the NxDestructibleActor::rayCast function will search within the nearest visible chunk hit for collisions with child chunks. |
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uint32 | bAssetDefinedSupport | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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uint32 | bCrumbleSmallestChunks | 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. |
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bool | bCustomImpactResistance | By default, objects that collide with destructibles will bounce back. |
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uint32 | bDebrisMaxSeparation | 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. |
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uint32 | bDebrisTimeout | Whether or not chunks at or deeper than the "debris" depth (see NxDestructibleParameters::debrisDepth) will time out. |
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bool | bDoNotCrumble | Defines the chunk to be uncrumbleable. |
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bool | bDoNotDamage | Defines the chunk to be undamageable. |
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bool | bDoNotFracture | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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bool | bEnableDebris | Enables debris at a specific depth level. |
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bool | bEnableImpactDamage | Whether to apply damage to destructible when colliding with an object. |
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uint32 | bFormExtendedStructures | 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. |
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uint32 | bUseValidBounds | If set, the ValidBounds field of NxDestructibleParameters will be used. |
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uint32 | bWorldSupport | If set, then chunks which overlap the Scene's static geometry will have environmental support in static destructibles. |
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float | DamageSpread | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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int32 | DebrisDepth | The hierarchy depth at which chunks are considered to be "debris." |
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float | DebrisLifetimeMax | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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float | DebrisMaxSeparationMax | |
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float | DebrisMaxSeparationMin | "Debris chunks" (see debrisDepth, above) will be destroyed if they are separated from their origin by a distance greater than maxSeparation. |
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FDestructibleDebrisParameters | DebrisParameters | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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int32 | DefaultImpactDamageDepth | Max depth level where impact damage is enabled. |
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TArray< struct FDestructibleDepthParameters > | DepthParameters | Parameters that apply to every chunk at a given level. |
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int32 | EssentialDepth | The chunk hierarchy depth up to which chunks will always be processed. |
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FDestructibleParametersFlag | Flags | A collection of flags defined in DestructibleParametersFlag. |
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float | FractureImpulseScale | Scale factor used to apply an impulse force along the normal of chunk when fractured. |
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nvidia::apex::ModuleDestructible * | GApexModuleDestructible | |
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float | ImpactDamage | Controls how much damage is applied upon collision. Damage = ImpactDamage * ImpactForce. |
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float | ImpactResistance | Controls how much resistance is applied to colliding objects. |
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float | ImpactVelocityThreshold | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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float | MaxChunkSpeed | If greater than 0, the chunks' speeds will not be allowed to exceed this value. |
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int32 | MinimumFractureDepth | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |
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FDestructibleSpecialHierarchyDepths | SpecialHierarchyDepths | Special hierarchy depths for various behaviors. |
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FBox | ValidBounds | "Debris chunks" (see debrisDepth, above) will be destroyed if they leave this box. |
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FTransform | WorldTM | APEX is deprecated. Destruction in future will be supported using Chaos Destruction. |