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Voronoi fracture Fracture using a Voronoi diagram with a uniform random pattern, creating fracture pieces of similar volume across the shape.
| Name | FVoronoiFractureDataflowNode_v2 |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/GeometryCollectionPlugin/Source/GeometryCollectionNodes/Public/Dataflow/GeometryCollectionFracturingNodes.h |
| Include Path | #include "Dataflow/GeometryCollectionFracturingNodes.h" |
Syntax
USTRUCT (Meta=(DataflowGeometryCollection))
struct FVoronoiFractureDataflowNode_v2 : public FDataflowNode
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FDataflowNode → FVoronoiFractureDataflowNode_v2
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVoronoiFractureDataflowNode_v2
(
const UE::Dataflow::FNodeParameters& InParam, |
Dataflow/GeometryCollectionFracturingNodes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers | |
|---|---|---|---|---|---|
| AddSamplesForCollision | bool | If enabled, add extra vertices (without triangles) to the geometry in regions where vertices are spaced too far apart (e.g. across large triangles) These extra vertices will be used as collision samples in particle-implicit collisions, and can help the physics system detect collisions more accurately | Dataflow/GeometryCollectionFracturingNodes.h |
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| Amplitude | float | Size of the Perlin noise displacement (in cm). If 0, no noise will be applied | Dataflow/GeometryCollectionFracturingNodes.h |
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| ChanceToFracture | float | Chance to fracture each selected bone. If 0, no bones will fracture; if 1, all bones will fracture. | Dataflow/GeometryCollectionFracturingNodes.h |
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| CollisionSampleSpacing | float | The number of centimeters to allow between vertices on the mesh surface: If there are gaps larger than this, add additional vertices (without triangles) to help support particle-implicit collisions Only used if Add Samples For Collision is enabled | Dataflow/GeometryCollectionFracturingNodes.h |
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| Frequency | float | Period of the Perlin noise. Smaller values will create a smoother noise pattern | Dataflow/GeometryCollectionFracturingNodes.h |
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| Grout | float | Amount of space to leave between cut pieces | Dataflow/GeometryCollectionFracturingNodes.h |
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| Lacunarity | float | Lacunarity of the layers of Perlin noise. | Dataflow/GeometryCollectionFracturingNodes.h |
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| NewGeometryTransformSelection | FDataflowTransformSelection | Fractured Pieces | Dataflow/GeometryCollectionFracturingNodes.h |
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| OctaveNumber | int32 | Number of fractal layers of Perlin noise to apply. | Dataflow/GeometryCollectionFracturingNodes.h |
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| Persistence | float | Persistence of the layers of Perlin noise. | Dataflow/GeometryCollectionFracturingNodes.h |
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| Points | DATAFLOW_NODE_DEFINE_INTERNAL(FVoronoiFractureDataflowNode_v2, "VoronoiFracture", "GeometryCollection | Fracture", "") public TArray< FVector > | Collection to fracture Voronoi source points | Dataflow/GeometryCollectionFracturingNodes.h |
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| PointSpacing | float | Distance (in cm) between vertices on cut surfaces where noise is added. | Dataflow/GeometryCollectionFracturingNodes.h |
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| RandomSeed | int32 | Made it hidden to hide this parameter, the random seed for Voronoi fracturing is on the point generation nodes. | Dataflow/GeometryCollectionFracturingNodes.h | ||
| SplitIslands | bool | Whether to split the fractured mesh pieces based on geometric connectivity after fracturing | Dataflow/GeometryCollectionFracturingNodes.h |
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| Transform | FTransform | Transform to apply to cut planes | Dataflow/GeometryCollectionFracturingNodes.h |
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| TransformSelection | FDataflowTransformSelection | Pieces to fracture | Dataflow/GeometryCollectionFracturingNodes.h |
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Functions
Public
Overridden from FDataflowNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Evaluate
(
UE::Dataflow::FContext& Context, |
Dataflow/GeometryCollectionFracturingNodes.h |