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CRUSHFORMV1.1.0
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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