REFERENCESETTINGS
UCFBreakableSettings
MODULECrushformBreakableINCLUDECFBreakableSettings.hPARENTUDeveloperSettings
Blueprint: Crushform Breakable
Project-wide limits and timings of breakable units and their debris.
Functions
AUTHORITY · server, every machineLOCAL · this machinePURE · read only
const UCFBreakableSettings* Get()
C++ ONLY
The project's settings object.
TArray<FName> GetCollisionProfileOptions()
C++ ONLY
The names a collision profile setting offers in the editor: None, which leaves the choice to the plugin, then every profile of the project.
Properties
int32 MaxLiveDebrisPieces = 96
- Default
- 96
- Category
- Debris
int32 MaxPersistentDebrisPieces = 64
- Default
- 64
- Category
- Debris
float DebrisMaxSpawnDistanceCm = 10000.f
- Default
- 10000.f
- Category
- Debris
float DebrisImpactCooldownSeconds = 0.25f
Shortest time, in seconds, between two impact feedbacks of one debris piece.
- Default
- 0.25f
- Category
- Debris
float DebrisMinImpulsePerKg = 50.f
Impulse per kg of piece mass below which a piece's hit is too soft to play impact feedback.
- Default
- 50.f
- Category
- Debris
float DebrisImpulsePerKgForFullIntensity = 600.f
Impulse per kg of piece mass at which a piece's impact feedback plays at full intensity.
- Default
- 600.f
- Category
- Debris
FName DebrisCollisionProfile
- Category
- Debris
float PredictionConfirmTimeoutSeconds = 2.f
- Default
- 2.f
- Category
- Network
float BreakEventMaxAgeSeconds = 2.f
- Default
- 2.f
- Category
- Network
float RespawnCheckIntervalSeconds = 5.f
How often, in seconds, the authority checks whether broken units and trees may respawn.
- Default
- 5.f
- Category
- Respawn
float RespawnClearRadiusCm = 4000.f
- Default
- 4000.f
- Category
- Respawn
TArray<TEnumAsByte<ECollisionChannel>> RespawnBlockingObjectTypes = { ECC_Vehicle, ECC_Pawn, ECC_PhysicsBody }
- Default
- { ECC_Vehicle, ECC_Pawn, ECC_PhysicsBody }
- Category
- Respawn
FName UnitCollisionProfile
- Category
- Units
float AnyBodyCheckIntervalSeconds = 0.1f
- Default
- 0.1f
- Category
- Any Body
float MaxAnyBodySpeedCmS = 3000.f
- Default
- 3000.f
- Category
- Any Body
TArray<TEnumAsByte<ECollisionChannel>> AnyBodyObjectTypes = { ECC_PhysicsBody, ECC_Pawn, ECC_Vehicle }
- Default
- { ECC_PhysicsBody, ECC_Pawn, ECC_Vehicle }
- Category
- Any Body
FName TreeCollisionProfile
- Category
- Trees
TEnumAsByte<ECollisionChannel> TreeWheelTraceChannel = ECC_WorldDynamic
- Default
- ECC_WorldDynamic
- Category
- Trees
bool bChangeFallenTreeObjectType = false
- Default
- false
- Category
- Trees
TEnumAsByte<ECollisionChannel> FallenTreeObjectType = ECC_Destructible
- Default
- ECC_Destructible
- Category
- Trees