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CRUSHFORMV1.1.0
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REFERENCESUBSYSTEMS AND LIBRARIES

UCFTireSubsystem

MODULECrushformTireINCLUDECFTireSubsystem.hPARENTUTickableWorldSubsystem

Tyre deformation budget for what this machine draws. Every Crushform.Tire.UpdateInterval it grants deformation to every wheel of the local player's own rig (the vehicle and everything coupled to it, past any cap) and, as UCFTireSettings::Scope allows, to the nearest other wheels inside Crushform.Tire.Radius, on-screen first, until Crushform.Tire.MaxWheels. Every frame it destroys the deformers of wheels that left the budget, once their dents have faded.

Not created in a dedicated server process, which draws nothing. The dedicated-server world of a PIE session does get one, and it stays passive there: UCFTireComponent never registers on a dedicated-server net mode.

Functions

AUTHORITY · server, every machineLOCAL · this machinePURE · read only
UCFTireSubsystem* Get(const UObject* WorldContext)
C++ ONLY

The tyre subsystem of the world the object lives in; null without a world or where the world has no such subsystem (a dedicated server process).

bool IsActiveForNetMode(ENetMode NetMode)
C++ ONLY

False for a dedicated server. Static, so a component can ask before this world has begun play.

AActor* ResolveViewerHost(APawn* ViewPawn)
C++ ONLY

The host whose rig the viewer drives: the pawn itself if it is a host, else what ICFTireViewer returns, else null.

void GatherRig(AActor& Host, TArray<AActor*>& OutRig)
C++ ONLY

The host's rig, itself included, at most 8.

void RegisterComponent(UCFTireComponent* Component)
C++ ONLY

Appends the component; never reorders the list, so it is safe from a host callback in the middle of a pass.

void UnregisterComponent(UCFTireComponent* Component)
C++ ONLY

Clears the component's entry without removing it: a pass addresses the list by index, and a host callback can end play in it.

int32 GetNumRegisteredComponents() const
PUREC++ ONLY

How many components are registered.

void StepForTests(float DeltaTime, const FVector& ViewLocation, APawn* ViewPawn)
C++ ONLY

Test seam: one Tick from an explicit view, because an automation test world has no local player controller.