REFERENCESUBSYSTEMS AND LIBRARIES
Subsystems and libraries
- UCF
Debris Subsystem Client-side pool of cosmetic debris pieces thrown by breaking units.
- UCF
Debug Mode Subsystem The debug mode of one local player: a free camera, a Slate overlay of tools and buttons, and a blocking input component while it is on.
- UCF
Glass Shard Subsystem Spawns the shards of broken glass panes: one pooled Niagara system per broken pane.
- UCF
Host Registry The world's table of hosts: which object answers for an actor under an interface, and the wheel contacts of a host for each frame.
- UCF
Impact Breakable Host Registers itself as the host of the world's debris pool and maps the core's feedback to impact events: the tag is the one the definition names (UCFBreakableDefinition::GetFeedbackTag), and where it names none the plugin's tag for the event (CFImpactTags: Glass.* for a UCFGlassDefinition, Prop.* for anything else).
- UCF
Impact Feedback Library Blueprint functions that play impact feedback.
- UCF
Impact Feedback Subsystem Plays the sound and Niagara effect mapped to an impact event, on this machine only.
- UCF
Render Subsystem Hands out atlas slots to dented or dirty deformers and copies their lattices and dirt into the atlases once per frame: the lattice atlas, the dirt atlas and, for bodies that keep the freshness of their dirt, the fresh atlas.
- UCF
Tire Subsystem Tyre deformation budget for what this machine draws.