REFERENCECOMPONENTS
UCFImpactFeedbackComponent
Turns the rigid-body hits of one primitive into impact feedback events. Local to this machine: each machine judges the hits it sees and plays them through the impact feedback subsystem; nothing is relayed. A hit counts when its velocity change reaches Min Impulse Per Kg and it starts a contact or jumps within one, so a body lying on the ground stays silent. Set the primitive with SetObservedPrimitive.
Functions
Intensity of a hit, 0..1, from the hit's impulse per kilogram of the hit body (that is, its velocity change in cm/s); negative when below MinImpulsePerKg. Against a body that gives way (OtherMassKg > 0; 0 for one that does not) the velocity change is raised to the speed into a fixed wall that takes the same energy (UCFDeformComponent::GetEnergyScale): a truck rammed by a car hardly changes speed, yet the crash is a crash.
The id an impact event carries for Primitive, so its cooldown holds whichever node or path the event came by.
Sets the primitive whose hits are reported. May be called at any time; before Begin Play the component binds then.
The primitive whose hits are reported; null until SetObservedPrimitive is called.
Properties
- Category
- Impact
- Default
- 600.f
- Category
- Impact
- Default
- 50.f
- Category
- Impact
- Default
- 0.1f
- Category
- Impact
- Default
- 2.f
- Category
- Impact