REFERENCEDATA ASSETS
UCFProfile
How one kind of vehicle or prop dents and loses paint. Lengths are in cm, speeds in m/s.
Functions
The lattice's hit tuning. GridOrigin is the lattice's origin in root component space: the stiffness zones are moved by it.
The dirt shape of this profile, with the speed scaling from the project settings.
Whether Explicit Bounds is on and set, so that the lattice is that box, as it is.
How far inside the lattice's edge the body's skin lies, cm: Lattice Margin, 0 for Explicit Bounds (FCFHitParams::SkinInset).
Properties
Lattice nodes per axis. Every axis is a multiple of 4; ResX * ResZ and ResY must fit one atlas slot (Project Settings > Plugins > Crushform).
- Default
- FIntVector(16, 8, 8)
- Category
- Lattice
How far, cm, the lattice reaches past the body's collision on every side. Physics reports a fast hit's contact a few cm off the surface, and a contact past the lattice is dropped.
- Default
- 10.0f
- Category
- Lattice
Whether the lattice takes Explicit Bounds instead of the box of the body's collision.
- Default
- false
- Category
- Lattice
Lattice bounds in root component space, used as is instead of the collision's box.
- Default
- FBox(ForceInit)
- Category
- Lattice
Only mesh components with one of these tags deform. Empty: every static and skeletal mesh of the owner.
- Category
- Components
Mesh components with one of these tags never deform.
- Category
- Components
Off, hits, crush presses and impact reports never dent or scratch the body, and dirt, fills and washes work as usual. For bodies that only get dirty, such as trailers. The lattice is still built: the dirt grid takes its resolution.
- Default
- true
- Category
- Dents
Whether the body's collision follows its dents: other vehicles, props and pawns meet the crushed shape. Each box or convex is cut into blocks along the lattice where a dent bends it (Project Settings, Crushform: Collision Block Tolerance, Max Collision Blocks), each block the hull of its points moved by the lattice; spheres and capsules follow by their points. Mass and inertia keep their values. The project's Deform Collision setting, off, wins over this.
- Default
- true
- Category
- Dents
Off, hinged parts (Crushform Hinge components) never swing, come off or tear off: they stay where the Blueprint put them and dent with the body like any other panel. A profile asset: not switched at runtime.
- Default
- true
- Category
- Dents
Whether a hinged part, once loose, collides as one convex hull of its dented simple collision, so its collision follows the dent drawn on it. Off: loose parts keep their static meshes' simple collision exactly as the assets have it, undented, so a concave part such as a bumper keeps its own shapes instead of one hull around them. A hinge's own Dented Part Collision overrides it, and the project's Deform Collision setting, off, wins over both. Read when play begins.
- Default
- true
- Category
- Dents
Hit speed before the body dents, m/s: the speed it loses along the contact normal, or against a body that gives way, the speed into a fixed wall that would take the same energy. Also filters resting contacts.
- Default
- 0.5f
- Category
- Dents
Dent depth per m/s above MinDeltaV, cm. A crash presses its whole contact patch flat to this depth behind the contact, so what stood out of the face goes in the furthest.
- Default
- 3.0f
- Category
- Dents
Deepest dent one hit can make, cm, where a stiffness zone's Stiffness is 1: a softer zone goes past it in proportion (0.5: twice as deep), a stiffer one stays under it. Kept well under MaxDisplacement, so that repeated hits still go deeper: point hits on their own, a hit over a contact patch (a wall) from a contact on the face it dented before.
- Default
- 20.0f
- Category
- Dents
Dent radius at zero speed, cm.
- Default
- 30.0f
- Category
- Dents
Dent radius added per m/s of the hit, cm. A fast radius growth spreads the same depth into a shallow bowl that does not read as a dent.
- Default
- 1.5f
- Category
- Dents
Width of a dent across the hit, as a share of its radius. Wide, short dents read as crumpled metal; narrow, round ones as rubber.
- Default
- 1.5f
- Category
- Dents
How far into the body a point hit crumples the metal, as a share of the hit's depth: a hit with no contact patch measured, past the frame's budget of them or with no other body to measure against. The push fades over that length, so the front of a car folds up like an accordion instead of caving in. A hit over a contact patch presses the face flat instead.
- Default
- 3.0f
- Category
- Dents
How far a sliding hit drags the dent along the surface, against its depth: in full when the body slides as fast as the hit stops it, barely when it meets the other head on. A point hit's: a hit over a contact patch (a wall) presses along the hit alone.
- Default
- 0.3f
- Category
- Dents
Per-node randomness of a point hit's dent depth, so that the metal does not look like rubber. It only takes depth away, so a crash's deepest metal comes out ragged rather than a flat plate at Max Dent Per Hit. A hit over a contact patch (a wall) presses the face onto one flat plane without it.
- Default
- 0.3f
- Category
- Dents
How far the metal squeezed against a wall or another body's face buckles out across the hit, as a share of the press's depth: a hood tents up, the sides of a front bow out, a roof edge rises over a crushed door. The face against the other body stays flat; the buckle is deepest halfway through the squeezed metal, and no taller than a third of how far the dent spreads across the hit. A point hit does not buckle. Past 0.75 the cells of a car's lattice turn inside out under a hit at an angle to the body.
- Default
- 0.5f
- Category
- Dents
Furthest any node ever moves, cm. Body materials must use it as Max World Position Offset Displacement.
- Default
- 60.0f
- Category
- Dents
Boxes, in root component space, where the body is stiffer or softer than the rest: a soft crumple zone in front, a cabin that keeps its shape, rails that hold. Where boxes overlap the stiffer one wins; a Mirrored zone covers its reflection across Y = 0 too. Crushform.ShowZones and the zone editor (select the Crushform component in a viewport) draw them; a crush press (UCFDeformComponent::CrushByPlane) ignores them.
- Category
- Dents
Paint wear added per cm of dent: paint cracks where the metal bends. Small, so that a dent reads as bent metal rather than as a patch of primer.
- Default
- 0.002f
- Category
- Paint
How far the metal must have moved, cm, before Dent Abrasion wears its paint, and only the travel past it wears: the centimetre or two a crash moves the body far from the hit leaves no chips there. Scrapes wear the paint at any depth. The extra cracking of deep dents in MF_CF_Paint starts at a fixed 3 cm whatever this is.
- Default
- 3.0f
- Category
- Paint
Sliding speed below which contacts leave the paint alone, m/s. A shove that grinds along the panel stays under it.
- Default
- 1.5f
- Category
- Paint
Paint wear per metre slid, up to Max Paint Wear. Low, so that one scrape chips the paint rather than stripping it.
- Default
- 0.05f
- Category
- Paint
Scratch cover a node takes per metre the scrape slides over it, up to Max Scratch: thin lines along the slide. A pass over a node adds about Scratch Rate times twice the Scrape Radius (in metres); 0 leaves no lines.
- Default
- 0.05f
- Category
- Paint
Radius of a scrape, cm.
- Default
- 30.0f
- Category
- Paint
Most paint wear any point of the body takes, 0..1: the share of the paint a wreck can lose to primer and bare metal. 1 lets it all wear off.
- Default
- 0.2f
- Category
- Paint
Most scratch cover any point of the body takes, 0..1: the share of the paint a wreck can lose to scratch lines. The lines cover about 0.36 of it at most, so a higher value adds none.
- Default
- 0.033f
- Category
- Paint
Smallest dent or scrape radius in lattice cells: a smaller one could fall between nodes and vanish.
- Default
- 1.25f
- Category
- Lattice
The fastest hit or slide a client reports, m/s: a harder one is reported at this limit, and the server rejects anything above it.
- Default
- 40.0f
- Category
- Network
Bounds scale of a dented mesh: dents bulge a little outwards at their rims.
- Default
- 1.1f
- Category
- Rendering
Multiplies every dirt deposit on this body; 0 keeps it clean and gives it no dirt grid at all.
- Default
- 1.0f
- Category
- Dirt
Where dust settles on this body.
- Default
- FCFDirtChannelShape::MakeDefault(ECFDirtChannel::Dust)
- Category
- Dirt
Where mud settles on this body.
- Default
- FCFDirtChannelShape::MakeDefault(ECFDirtChannel::Mud)
- Category
- Dirt
Where snow settles on this body.
- Default
- FCFDirtChannelShape::MakeDefault(ECFDirtChannel::Snow)
- Category
- Dirt
Where water spray settles on this body.
- Default
- FCFDirtChannelShape::MakeDefault(ECFDirtChannel::Wet)
- Category
- Dirt