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CRUSHFORMV1.1.0
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REFERENCEEVENTS

Events

Click an event to open its type at that member. Parameters are those of the event's delegate.

EventTypeParametersSummary
OnDamageChangedUCFDeformComponent(const FCFDamageZones& Zones)This machine's damage changed: Get Damage Zones differs from what the latest event carried.
OnDamageChangedUCFVehicleAdapterComponent(const FCFDamageZones& Zones)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.
OnDamageChangedNativeUCFDeformComponent(const FCFDamageZones&)OnDamageChanged for C++: broadcast just before it, with the same zones.
OnDetachedUCFHingeComponent(UCFHingeComponent* Hinge, bool bHiddenAtOnce)The part came off the body, once per part until a repair.
OnDirtChangedUCFDeformComponent(const FCFDirtZones& Zones)This machine's dirt moved: the mean over each side of the body, at most once per Dirt Event Interval and only when some side changed by more than the Dirt Event Threshold.
OnHitACFBreakableTree(ACFBreakableTree* Tree, AActor* OtherActor, FVector Location, float DeltaVCmS)Each event fires on every machine, from what that machine itself sees, and is not delivered to a player who joins later.
OnHitNativeACFBreakableTree(ACFBreakableTree&, AActor*, const FVector&, float)Native counterpart of OnHit.
OnImpactPlayedUCFImpactFeedbackSubsystem(const FCFImpactPlayback&)Fires on this machine for every impact that played a sound or an effect, when the impact is decided.
OnLandedACFBreakableTree(ACFBreakableTree* Tree)
OnLandedNativeACFBreakableTree(ACFBreakableTree&)Native counterpart of OnLanded.
OnReattachedUCFHingeComponent(UCFHingeComponent* Hinge)A swinging or detached part is back where the Blueprint put it: a repair, or a swing whose joint tore on a machine that no longer decides detaches (the part stays on for every player).
OnRespawnedACFBreakableTree(ACFBreakableTree* Tree)
OnRespawnedNativeACFBreakableTree(ACFBreakableTree&)Native counterpart of OnRespawned.
OnSettledACFBreakableTree(ACFBreakableTree* Tree)
OnSettledNativeACFBreakableTree(ACFBreakableTree&)Native counterpart of OnSettled.
OnStartedSwingingUCFHingeComponent(UCFHingeComponent* Hinge)The part came loose and starts to swing on its hinge.
OnStopHitUCFHingeComponent(UCFHingeComponent*, const FCFHingeStopHit&)On the tick a swinging part is seen to slam into an end of its travel: the joint's stop, at the closed end where the part meets its own body (the joint keeps the two from touching, so no contact reports it).
OnStopHitDynamicUCFHingeComponent(UCFHingeComponent* Hinge, const FCFHingeStopHit& Hit)OnStopHit for Blueprints, with the same hit, told on the world's next timer tick (see On Started Swinging).
OnTornUCFHingeComponent(UCFHingeComponent*)On the tick after the joint of a swinging part tore.
OnUnitLevelChangedUCFBreakableUnitsComponent(UCFBreakableUnitsComponent* Units, int32 UnitIndex, int32 Level, int32 PreviousLevel)
OnUnitLevelChangedNativeUCFBreakableUnitsComponent(UCFBreakableUnitsComponent&, int32, uint8, uint8)Both fire on every machine whenever a unit's shown level changes.
OnWashedUCFDeformComponent(bool bPartial)This machine's dirt was washed off: bPartial for WashAt, not for a wash of the whole body.
OnWheelSurfaceChangedUCFDeformComponent(const FCFWheelSurface& Surface)A wheel's PhysicalMaterial or grounded state changed since it was last reported, and when the wheel is first seen: checked every frame on a machine that is not a dedicated server, whether or not any dirt is drawn.
OnYieldedACFBreakableTree(ACFBreakableTree* Tree, bool bPredicted)
OnYieldedNativeACFBreakableTree(ACFBreakableTree&, bool)Native counterpart of OnYielded.
OnYieldRolledBackACFBreakableTree(ACFBreakableTree* Tree)
OnYieldRolledBackNativeACFBreakableTree(ACFBreakableTree&)Native counterpart of OnYieldRolledBack.