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CRUSHFORMV1.1.0
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REFERENCECOMPONENTS

UCFChaosVehicleAdapterComponent

MODULECrushformChaosINCLUDECFChaosVehicleAdapterComponent.hPARENTUCFVehicleAdapterComponent

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.

Functions

  • GetEngineRunStateWhether the engine is off, cranking or running.
  • GetEngineRPMEngine speed, rpm.
  • GetEngineIdleRPMIdle speed, rpm: a running engine is never heard below it.
  • GetEngineMaxRPMThe highest engine speed, rpm; 0: no limit.
  • GetEngineLoadThrottle, 0..1.
  • BuildWheelContactsThe frame's wheels, once per frame in the tick.
  • CollectWheelMeshesThe wheels' meshes: tyres, wheel dirt, and the meshes the body does not deform.
  • BuildTireWheelsThe tyres' wheels, each with its mesh, physics radius, HostIndex, offset now and bAcceptsPush.
  • BuildLoadRatiosContact force over nominal load by HostIndex; this adapter has no force model and gives none.
  • SetWheelsReplaces the wheels picked in Wheels, for wheels made at runtime.
  • SetBrakingHow hard the vehicle brakes, 0..1, on every wheel: the rolling FX throw more while braking.
  • SetCabinMuffledMuffles 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.
  • GetDeformThe deform component that dents the body; null without Dirt And Dents.
  • GetGlassThe component that holds the vehicle's glass panes; null unless both Glass and Dirt And Dents are on.
  • GetTiresThe tire component; null without Tires.
  • GetPropContactThe component that breaks props the vehicle drives into; null without Breaks Props.
  • GetImpactFeedbackThe body's impact feedback component; null without Impact Feedback.
  • GetPartImpactFeedbackThe impact feedback component of the hinged parts; null unless both Impact Feedback and Dirt And Dents are on.
  • GetRollingAudioThe rolling sound component; null without Rolling Sound.
  • GetRollingFXThe rolling effects component; null without Rolling FX.
  • GetEngineAudioThe engine sound component; null without Engine Sound.
  • GetDamageZonesThe deform component's Get Damage Zones: how dented each side of the body is, as the server confirmed it.
  • GetDamageInBoxThe deform component's Get Damage In Box: the damage in a box of the owner's root space.
  • GetWheelGatherCountHow many times the frame's wheels were built (BuildWheelContacts); tests count it.

Properties

  • AuthorityWhich machine simulates the vehicle and judges its hits.
  • DeformProfileDents and dirt of the body; empty: the project's default (Project Settings -> Plugins -> Crushform).
  • TireProfileThe tyres; empty: the project's default (Project Settings -> Plugins -> Crushform Tire).
  • bDirtAndDentsThe body dents and gets dirty (UCFDeformComponent); the glass panes and the wheels' dirt need it.
  • bGlassGlass panes (UCFGlassComponent) on the vehicle crack and break; needs Dirt And Dents, which finds the panes.
  • bTiresThe tyres deform on the wheel meshes (UCFTireComponent).
  • bRollingSoundEach wheel plays its surface's rolling sound (UCFRollingAudioComponent); presentation only, silent on a dedicated server.
  • bRollingFXEach wheel shows its surface's rolling effect (UCFRollingFXComponent); presentation only, none on a dedicated server.
  • bEngineSoundThe engine plays its sound (UCFEngineAudioComponent) from the engine events below; presentation only, silent on a dedicated server.
  • bImpactFeedbackHits 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).
  • bBreaksPropsThe vehicle breaks the breakable props it drives into (UCFPropContactComponent).
  • ImpactEventTagWhat the impact feedback plays on a crash: the plugin's Crushform.Impact.Vehicle.Crash by default; empty: no impact sound.
  • ImpactImpulsePerKgForFullIntensityThe velocity change of a hit that plays at full strength, cm/s; read when the adapter makes its impact feedback.
  • ImpactMinImpulsePerKgThe velocity change below which a hit plays nothing, cm/s; read when the adapter makes its impact feedback.
  • PropContactMinSpeedCmSBelow this speed the vehicle breaks no props, cm/s; read when the adapter makes its prop contact.
  • bOverrideRollingSoundTuningThe rolling sound of this vehicle uses Rolling Sound Tuning instead of the Crushform Wheels settings' Tuning; read when the adapter makes its rolling sound.
  • RollingSoundTuning
  • bOverrideCabinMufflingSet Cabin Muffled uses this vehicle's Cabin Volume Scale and Cabin Low Pass Frequency instead of the Crushform Wheels and Crushform Engine settings'.
  • CabinVolumeScale
  • CabinLowPassFrequency
  • bOverrideRollingFXTuningThe 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.
  • RollingFXTuning
  • EngineSoundProfileThe engine's sound; empty: the project's default (Project Settings -> Plugins -> Crushform Engine).
  • EngineSoundOffsetWhere the engine sound plays, relative to the owner's root; read when the adapter makes its engine sound.
  • RamAllowanceMpsWith 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.

Events

  • OnDamageChangedThe deform component's On Damage Changed, handed on: the adapter makes that component itself when it registers, so a Blueprint binds the event here.