REFERENCEDATA ASSETS
UCFBreakablePropDefinition
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
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
- Default
- 0.f
- Category
- Mesh
- Default
- 0.f
- Category
- Mesh
- Default
- 0.025f
- Category
- Vehicle
Most speed, in cm/s, that one broken unit takes off a vehicle.
- Default
- 150.f
- Category
- Vehicle
- Default
- 0.5f
- Category
- Vehicle
- Default
- false
- Category
- Any Body
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
Slowest physics body, in cm/s, that breaks this unit.
- Default
- 300.f
- Category
- Any Body
- Default
- 250.f
- Category
- Any Body
- Default
- 300.f
- Category
- Respawn
Tag of the sound and effect of a break. Empty = the default host plays the plugin's Crushform.Impact.Prop.Break.
- Category
- Feedback
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
- Resolve
Hit The level an outside hit of HitKind reaches (0 = none) and its row in HitResponses (CFBreakable::NoResponse when 0).Level - Is
Intact Whether IsDataValid asks for IntactMesh.Mesh Required - Get
Feedback The 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).Tag - Get
Hit The row of HitResponses at ResponseIndex; nullptr for NoResponse or out of range.Response - Get
Break Break feedback intensity in 0..1: the speed of ImpactVelocity (cm/s) over SpeedForFullBreakIntensityCmS, clamped.Feedback Intensity
Properties
- Intact
Mesh The mesh a unit shows while intact; the bake cuts the debris pieces from it. - b
Bake As Single Piece - Density
Kg Per Cm3 - Max
Piece Length Cm - Min
Piece Volume Cm3 - Cut
Tilt Each saw cut is tilted by a random angle of up to this many degrees either way.Degrees - Bake
Seed Seed of the bake's random choices (cut tilt, glass shard layout). - Bake
Revision Written by the bake: advances by one with every successful bake. - PiecesThe baked debris pieces; written by the bake, not edited by hand.
- Inherit
Velocity Fraction - Scatter
Speed Cm S - Impact
Falloff Cm - Max
Angular Fastest spin a thrown piece starts with, in degrees per second.Speed Deg S - Speed
For Full Break Intensity Cm S - b
Debris Lasts Until Respawn - b
Debris Pushed By Vehicles - Debris
Vehicle Contact Seconds - b
Debris Collides With Debris - Debris
Lifetime Seconds - Debris
Rest Seconds - Debris
Sink Seconds a resting piece takes to sink away once its rest time is over.Seconds - Hit
Level Thresholds - Hit
Responses