REFERENCECOMPONENTS
UCFPartImpactFeedbackComponent
Plays the impacts of the owner's hinged parts (UCFHingeComponent). Local to this machine. A part that swings or came off moves on each machine's own physics and only its detach replicates, so each machine plays what it sees and nothing is relayed. A part's hits go through the body's judgement (UCFImpactFeedbackComponent, its thresholds read against the part's own velocity change) and play EventTag; a swinging part slamming into an end of its travel (UCFHingeComponent::OnStopHit) plays SlamEventTag at the closed end and OpenSlamEventTag at the open end. The hinges are found on the owner when play begins, as UCFDeformComponent finds them: one added later stays silent. Idle on a dedicated server, which runs no hinge physics. The vehicle adapter creates it as CF_PartImpactFeedback when Impact Feedback and Dirt And Dents are both on.
Functions
Intensity of a slam, 0..1, from a slam's speed at the part's centre of mass, cm/s; negative below MinSpeedCmS.
Hinges whose parts this component plays; 0 before Begin Play and on a dedicated server.
Properties
- Category
- Impact
- Category
- Impact
- Default
- 500.f
- Category
- Impact
- Default
- 40.f
- Category
- Impact
Inherited from UCFImpactFeedbackComponent
Functions
- Compute
Intensity 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. - Make
Source The id an impact event carries for Primitive, so its cooldown holds whichever node or path the event came by.Id - Set
Observed Sets the primitive whose hits are reported.Primitive - Get
Observed The primitive whose hits are reported; null until SetObservedPrimitive is called.Primitive