unreal.DestructibleDamageParameters
¶
- class unreal.DestructibleDamageParameters¶
Bases:
StructBase
Parameters that pertain to chunk damage.
C++ Source:
Plugin: ApexDestruction
Module: ApexDestruction
File: DestructibleMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
custom_impact_resistance
(bool): [Read-Write] By default, objects that collide with destructibles will bounce back. Custom resistance allows for finer control of how much a destructible “pushes back” against a colliding object. See: ImpactResistancedamage_spread
(float): [Read-Write] Controls how easily damage spreads. DamageRadius = Damage*DamageSpread. All chunks within DamageRadius will take damage. Full damage is taken at zero distance, and zero damage at the DamageRadius.damage_threshold
(float): [Read-Write] The damage amount which will cause a chunk to fracture (break free).default_impact_damage_depth
(int32): [Read-Write] Max depth level where impact damage is enabled. See: DepthParameters for per level control of ImpactDamage If negative, impact damage is disabledenable_impact_damage
(bool): [Read-Write] Whether to apply damage to destructible when colliding with an object. See: ImpactDamageimpact_damage
(float): [Read-Write] Controls how much damage is applied upon collision. Damage = ImpactDamage * ImpactForce. See: DepthParameters for per level control of ImpactDamageimpact_resistance
(float): [Read-Write] Controls how much resistance is applied to colliding objects. Weak materials like glass should set this to a low value so that objects will pass right through them during fracture. See: DepthParameters for per level control of ImpactResistance