REFERENCECOMPONENTS
UCFVehicleAdapterComponent
Blueprint: Crushform Vehicle Adapter
Puts Crushform on a vehicle without code. Added to any actor, it creates the dents and dirt, the glass, the tyres, the rolling sound and FX, the engine sound, the prop breaking and the impact feedback, and answers their questions about the vehicle: which machine simulates it, where its wheels touch the ground, which meshes are wheels, how its engine runs (the engine events below, which a subclass or a Blueprint overrides). Every machine creates the same components under the same names, so the replicated ones stand for each other. This generic adapter traces the wheels picked in Wheels; an adapter for a vehicle system (UCFChaosVehicleAdapterComponent) reads that system's wheels instead. A tyre that presses onto an obstacle pushes its wheel off it through the adapter, which holds the push on the wheel's mesh until the tyre asks again; a Blueprint that overrides SetCrushformTireWheelOffsets places the wheels itself and turns that push off. A wheel whose parent turns against the car, such as a steering knuckle, gets the wrong push while it turns.
Functions
Whether the engine is off, cranking or running. This adapter: off; a vehicle-system adapter or a Blueprint subclass answers.
- Category
- Crushform|Engine
Engine speed, rpm. This adapter: 0.
- Category
- Crushform|Engine
Idle speed, rpm: a running engine is never heard below it. This adapter: 0.
- Category
- Crushform|Engine
The highest engine speed, rpm; 0: no limit. This adapter: 0.
- Category
- Crushform|Engine
Throttle, 0..1. This adapter: 0.
- Category
- Crushform|Engine
The frame's wheels, once per frame in the tick. This adapter traces its wheel list; an adapter for a vehicle system overrides it, in C++ or in a Blueprint subclass, as it does the three below.
- Category
- Crushform|Vehicle
The wheels' meshes: tyres, wheel dirt, and the meshes the body does not deform. This adapter: the meshes of its wheel list.
- Category
- Crushform|Vehicle
The tyres' wheels, each with its mesh, physics radius, HostIndex, offset now and bAcceptsPush. This adapter: its wheel list, accepting the push unless a Blueprint subclass scripts SetCrushformTireWheelOffsets (AcceptsTirePush).
- Category
- Crushform|Vehicle
Contact force over nominal load by HostIndex; this adapter has no force model and gives none.
- Category
- Crushform|Vehicle
Replaces the wheels picked in Wheels, for wheels made at runtime. Can be called before BeginPlay.
- Category
- Crushform
How hard the vehicle brakes, 0..1, on every wheel: the rolling FX throw more while braking.
- Category
- Crushform
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.
- Category
- Crushform
The deform component that dents the body; null without Dirt And Dents.
- Category
- Crushform
The component that holds the vehicle's glass panes; null unless both Glass and Dirt And Dents are on.
- Category
- Crushform
The tire component; null without Tires.
- Category
- Crushform
The component that breaks props the vehicle drives into; null without Breaks Props.
- Category
- Crushform
The body's impact feedback component; null without Impact Feedback.
- Category
- Crushform
The impact feedback component of the hinged parts; null unless both Impact Feedback and Dirt And Dents are on.
- Category
- Crushform
The rolling sound component; null without Rolling Sound.
- Category
- Crushform
The rolling effects component; null without Rolling FX.
- Category
- Crushform
The engine sound component; null without Engine Sound.
- Category
- Crushform
The deform component's Get Damage Zones: how dented each side of the body is, as the server confirmed it. All zero without Dirt And Dents.
- Category
- Crushform|Damage
The deform component's Get Damage In Box: the damage in a box of the owner's root space. All zero without Dirt And Dents.
- Category
- Crushform|Damage
How many times the frame's wheels were built (BuildWheelContacts); tests count it.
Properties
Which machine simulates the vehicle and judges its hits.
- Default
- ECFAuthorityModel::Server
- Category
- Crushform
Dents and dirt of the body; empty: the project's default (Project Settings -> Plugins -> Crushform).
- Category
- Crushform
The tyres; empty: the project's default (Project Settings -> Plugins -> Crushform Tire).
- Category
- Crushform
The body dents and gets dirty (UCFDeformComponent); the glass panes and the wheels' dirt need it.
- Default
- true
- Category
- Crushform|Features
Glass panes (UCFGlassComponent) on the vehicle crack and break; needs Dirt And Dents, which finds the panes.
- Default
- true
- Category
- Crushform|Features
The tyres deform on the wheel meshes (UCFTireComponent).
- Default
- true
- Category
- Crushform|Features
Each wheel plays its surface's rolling sound (UCFRollingAudioComponent); presentation only, silent on a dedicated server.
- Default
- true
- Category
- Crushform|Features
Each wheel shows its surface's rolling effect (UCFRollingFXComponent); presentation only, none on a dedicated server.
- Default
- true
- Category
- Crushform|Features
The engine plays its sound (UCFEngineAudioComponent) from the engine events below; presentation only, silent on a dedicated server.
- Default
- true
- Category
- Crushform|Features
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).
- Default
- true
- Category
- Crushform|Features
The vehicle breaks the breakable props it drives into (UCFPropContactComponent).
- Default
- true
- Category
- Crushform|Features
The wheels this generic adapter traces; an adapter for a vehicle system reads that system's wheels and ignores this.
- Category
- Crushform|Wheels
The channel the wheels trace the ground on.
- Default
- ECC_Visibility
- Category
- Crushform|Wheels
A tyre this far above the ground still touches it, cm: the trace starts at the hub, not at the tread.
- Default
- 2.f
- Category
- Crushform|Wheels
What the impact feedback plays on a crash: the plugin's Crushform.Impact.Vehicle.Crash by default; empty: no impact sound.
- Category
- Crushform|Impact
The velocity change of a hit that plays at full strength, cm/s; read when the adapter makes its impact feedback. Same default as UCFImpactFeedbackComponent.
- Default
- 600.f
- Category
- Crushform|Impact
The velocity change below which a hit plays nothing, cm/s; read when the adapter makes its impact feedback. Same default as UCFImpactFeedbackComponent.
- Default
- 50.f
- Category
- Crushform|Impact
Below this speed the vehicle breaks no props, cm/s; read when the adapter makes its prop contact. Same default as UCFPropContactComponent.
- Default
- 50.f
- Category
- Crushform|Props
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.
- Default
- false
- Category
- Crushform|Rolling Sound
- Category
- Crushform|Rolling Sound
Set Cabin Muffled uses this vehicle's Cabin Volume Scale and Cabin Low Pass Frequency instead of the Crushform Wheels and Crushform Engine settings'. It muffles the rolling sound and the engine sound alike.
- Default
- false
- Category
- Crushform|Cabin
- Default
- 0.8f
- Category
- Crushform|Cabin
- Default
- 3000.f
- Category
- Crushform|Cabin
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.
- Default
- false
- Category
- Crushform|Rolling FX
- Category
- Crushform|Rolling FX
The engine's sound; empty: the project's default (Project Settings -> Plugins -> Crushform Engine). Read when the adapter makes its engine sound.
- Category
- Crushform|Engine Sound
Where the engine sound plays, relative to the owner's root; read when the adapter makes its engine sound.
- Default
- FVector::ZeroVector
- Category
- Crushform|Engine Sound
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.
- Default
- 15.f
- Category
- Crushform
Events
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. Never fires without Dirt And Dents.
- Category
- Crushform|Damage