REFERENCEDATA ASSETS
UCFGlassDefinition
One kind of breakable glass pane: how hits and the body's own crush crack and break it, how the cracks look and what it falls apart into.
Properties
float CrackDeltaV = 5.0f
- Default
- 5.0f
- Category
- Glass|Crushform Hits
float BreakDeltaV = 12.0f
- Default
- 12.0f
- Category
- Glass|Crushform Hits
float HitReachCm = 15.0f
- Default
- 15.0f
- Category
- Glass|Crushform Hits
float FrameCrackDisplacementCm = 4.0f
- Default
- 4.0f
- Category
- Glass|Crushform Hits
float FrameBreakDisplacementCm = 10.0f
- Default
- 10.0f
- Category
- Glass|Crushform Hits
float LinkCrackDisplacementCm = 25.0f
- Default
- 25.0f
- Category
- Glass|Crushform Hits
float LinkBreakDisplacementCm = 15.0f
- Default
- 15.0f
- Category
- Glass|Crushform Hits
int32 CracksBeforeBreak = 0
- Default
- 0
- Category
- Glass|Crushform Hits
ECFGlassCrackStyle CrackStyle = ECFGlassCrackStyle::Web
- Default
- ECFGlassCrackStyle::Web
- Category
- Glass|Look
float MinCrackRadiusCm = 8.0f
- Default
- 8.0f
- Category
- Glass|Look
float MaxCrackRadiusCm = 45.0f
- Default
- 45.0f
- Category
- Glass|Look
float CrackMergeCm = 12.0f
- Default
- 12.0f
- Category
- Glass|Look
ECFGlassShardShape ShardShape = ECFGlassShardShape::Granules
- Default
- ECFGlassShardShape::Granules
- Category
- Glass|Shards
float ShardTileCm = 30.0f
- Default
- 30.0f
- Category
- Glass|Shards
int32 ShardsPerTile = 8
- Default
- 8
- Category
- Glass|Shards
float ShardMinSizeCm = 2.0f
- Default
- 2.0f
- Category
- Glass|Shards
float ShardMaxSizeCm = 4.0f
- Default
- 4.0f
- Category
- Glass|Shards
float ShardThicknessCm = 0.5f
- Default
- 0.5f
- Category
- Glass|Shards
int32 MaxShardTiles = 6
- Default
- 6
- Category
- Glass|Shards
TObjectPtr<UNiagaraSystem> ShardSystem
The Niagara system that throws this glass's shards; none: Project Settings > Plugins > Crushform > Default Glass Shard System. It must expose the shard parameters of the plugin's NS_CF_GlassShards, with a mesh slot for each distinct shard mesh: User.CF_ShardMesh0, User.CF_ShardMesh1 and so on.
- Category
- Glass|Shards
bool bTakesPointDamage = false
- Default
- false
- Category
- Glass|Outside Hits
FGameplayTag CrackImpactTag
- Category
- Feedback
FGameplayTag BreakImpactTag
- Category
- Feedback
FGameplayTag ShardImpactTag
- 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