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CRUSHFORMV1.1.0
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REFERENCEDATA ASSETS

UCFBreakablePropDefinition

MODULECrushformBreakableINCLUDECFBreakablePropDefinition.hPARENTUCFBreakableDefinition

One kind of breakable prop: the core's definition plus what only a fence reads (tiling, vehicle loss, any-body breaking, respawn, feedback tags).

Functions

AUTHORITY · server, every machineLOCAL · this machinePURE · read only
float GetTileLengthCm() const
PUREC++ ONLY

How far apart neighbouring copies stand along a fence: TileLengthCm when set, otherwise the intact mesh's length along X; 0 without either. Read only from a fence's Span Definition.

Properties

float TileLengthCm = 0.f
Default
0.f
Category
Mesh
float ZOffsetCm = 0.f
Default
0.f
Category
Mesh
float VehicleSpeedLossFraction = 0.025f
Default
0.025f
Category
Vehicle
float MaxVehicleSpeedLossCmS = 150.f

Most speed, in cm/s, that one broken unit takes off a vehicle.

Default
150.f
Category
Vehicle
float VehicleDentSpeedFraction = 0.5f
Default
0.5f
Category
Vehicle
bool bBreaksFromAnyBody = false
Default
false
Category
Any Body
float AnyBodyMinMassKg = 20.f

Lightest physics body, in kg, that breaks this unit. A walking pawn is judged by Pawn Min Speed alone.

Default
20.f
Category
Any Body
float AnyBodyMinSpeedCmS = 300.f

Slowest physics body, in cm/s, that breaks this unit.

Default
300.f
Category
Any Body
float PawnMinSpeedCmS = 250.f
Default
250.f
Category
Any Body
float RespawnDelaySeconds = 300.f
Default
300.f
Category
Respawn
FGameplayTag BreakImpactTag

Tag of the sound and effect of a break. Empty = the default host plays the plugin's Crushform.Impact.Prop.Break.

Category
Feedback
FGameplayTag DebrisImpactTag

Tag of the sound and effect of a debris piece hitting something. Empty = the default host plays the plugin's Crushform.Impact.Prop.Debris.

Category
Feedback

Inherited from UCFBreakableDefinition

Functions

  • ResolveHitLevelThe level an outside hit of HitKind reaches (0 = none) and its row in HitResponses (CFBreakable::NoResponse when 0).
  • IsIntactMeshRequiredWhether IsDataValid asks for IntactMesh.
  • GetFeedbackTagThe tag of the sound and effect the game plays for a feedback of Kind; empty = the host plays the plugin's tag for the event (CFImpactTags).
  • GetHitResponseThe row of HitResponses at ResponseIndex; nullptr for NoResponse or out of range.
  • GetBreakFeedbackIntensityBreak feedback intensity in 0..1: the speed of ImpactVelocity (cm/s) over SpeedForFullBreakIntensityCmS, clamped.

Properties