REFERENCECOMPONENTS
UCFChaosVehicleAdapterComponent
Blueprint: Crushform Chaos Vehicle Adapter
The vehicle adapter for a Chaos wheeled vehicle (an AWheeledVehiclePawn with a UChaosWheeledVehicleMovementComponent): its wheels come from the movement component's WheelSetups and wheel states instead of a list and traces. Wheel meshes are the mesh components attached to the vehicle mesh at each wheel's bone; a vehicle whose wheels are only bones has no tyre deformation and no wheel dirt. A tyre's sink is applied along the owner's up after the bones move, since a wheel bone spins and steers; its push is applied with it, in the owner's space. The base's Crushform|Wheels properties (the wheel list, the ground channel, the probe margin) do nothing here, so the Details hide them. Chaos has no ignition: the engine runs while the movement component exists, at its engine's speed, idle and maximum, under its driver's throttle, reverse on the brake included.
Inherited from UCFVehicleAdapterComponent
Functions
- Get
Engine Whether the engine is off, cranking or running.Run State - Get
Engine Engine speed, rpm.RPM - Get
Engine Idle speed, rpm: a running engine is never heard below it.Idle RPM - Get
Engine The highest engine speed, rpm; 0: no limit.Max RPM - Get
Engine Throttle, 0..1.Load - Build
Wheel The frame's wheels, once per frame in the tick.Contacts - Collect
Wheel The wheels' meshes: tyres, wheel dirt, and the meshes the body does not deform.Meshes - Build
Tire The tyres' wheels, each with its mesh, physics radius, HostIndex, offset now and bAcceptsPush.Wheels - Build
Load Contact force over nominal load by HostIndex; this adapter has no force model and gives none.Ratios - Set
Wheels Replaces the wheels picked in Wheels, for wheels made at runtime. - Set
Braking How hard the vehicle brakes, 0..1, on every wheel: the rolling FX throw more while braking. - Set
Cabin Muffles the rolling sound and the engine sound while the listener sits in this vehicle's cabin: the adapter's cabin values when bOverrideCabinMuffling, else the Crushform Wheels settings' for the wheels and the Crushform Engine settings' for the engine.Muffled - Get
Deform The deform component that dents the body; null without Dirt And Dents. - Get
Glass The component that holds the vehicle's glass panes; null unless both Glass and Dirt And Dents are on. - Get
Tires The tire component; null without Tires. - Get
Prop The component that breaks props the vehicle drives into; null without Breaks Props.Contact - Get
Impact The body's impact feedback component; null without Impact Feedback.Feedback - Get
Part The impact feedback component of the hinged parts; null unless both Impact Feedback and Dirt And Dents are on.Impact Feedback - Get
Rolling The rolling sound component; null without Rolling Sound.Audio - Get
Rolling The rolling effects component; null without Rolling FX.FX - Get
Engine The engine sound component; null without Engine Sound.Audio - Get
Damage The deform component's Get Damage Zones: how dented each side of the body is, as the server confirmed it.Zones - Get
Damage The deform component's Get Damage In Box: the damage in a box of the owner's root space.In Box - Get
Wheel How many times the frame's wheels were built (BuildWheelContacts); tests count it.Gather Count
Properties
- AuthorityWhich machine simulates the vehicle and judges its hits.
- Deform
Profile Dents and dirt of the body; empty: the project's default (Project Settings -> Plugins -> Crushform). - Tire
Profile The tyres; empty: the project's default (Project Settings -> Plugins -> Crushform Tire). - b
Dirt The body dents and gets dirty (UCFDeformComponent); the glass panes and the wheels' dirt need it.And Dents - b
Glass Glass panes (UCFGlassComponent) on the vehicle crack and break; needs Dirt And Dents, which finds the panes. - b
Tires The tyres deform on the wheel meshes (UCFTireComponent). - b
Rolling Each wheel plays its surface's rolling sound (UCFRollingAudioComponent); presentation only, silent on a dedicated server.Sound - b
Rolling Each wheel shows its surface's rolling effect (UCFRollingFXComponent); presentation only, none on a dedicated server.FX - b
Engine The engine plays its sound (UCFEngineAudioComponent) from the engine events below; presentation only, silent on a dedicated server.Sound - b
Impact Hits play impact sounds and effects on every machine (UCFNetImpactFeedbackComponent); with Dirt And Dents the hinged parts' hits and slams play too, on each machine from its own physics (UCFPartImpactFeedbackComponent).Feedback - b
Breaks The vehicle breaks the breakable props it drives into (UCFPropContactComponent).Props - Impact
Event What the impact feedback plays on a crash: the plugin's Crushform.Impact.Vehicle.Crash by default; empty: no impact sound.Tag - Impact
Impulse The velocity change of a hit that plays at full strength, cm/s; read when the adapter makes its impact feedback.Per Kg For Full Intensity - Impact
Min The velocity change below which a hit plays nothing, cm/s; read when the adapter makes its impact feedback.Impulse Per Kg - Prop
Contact Below this speed the vehicle breaks no props, cm/s; read when the adapter makes its prop contact.Min Speed Cm S - b
Override The rolling sound of this vehicle uses Rolling Sound Tuning instead of the Crushform Wheels settings' Tuning; read when the adapter makes its rolling sound.Rolling Sound Tuning - Rolling
Sound Tuning - b
Override Set Cabin Muffled uses this vehicle's Cabin Volume Scale and Cabin Low Pass Frequency instead of the Crushform Wheels and Crushform Engine settings'.Cabin Muffling - Cabin
Volume Scale - Cabin
Low Pass Frequency - b
Override The rolling FX of this vehicle use Rolling FX Tuning instead of the Crushform Wheels settings' FX Tuning; read when the adapter makes its rolling FX.Rolling FX Tuning - Rolling
FX Tuning - Engine
Sound The engine's sound; empty: the project's default (Project Settings -> Plugins -> Crushform Engine).Profile - Engine
Sound Where the engine sound plays, relative to the owner's root; read when the adapter makes its engine sound.Offset - Ram
Allowance With the Owning Client authority model: how much faster, m/s, than the vehicle's recent peak speed a client-reported hit may be before the server rejects it.Mps
Events
- On
Damage The deform component's On Damage Changed, handed on: the adapter makes that component itself when it registers, so a Blueprint binds the event here.Changed