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CRUSHFORMV1.1.0
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REFERENCESTRUCTS AND ENUMS

Structs and enums

  • ECFAuthorityModel

    Which machine simulates the vehicle and judges its hits.

  • ECFDebugDamagePreset

    How hard the server shoots a damage preset at a body.

  • ECFDebugDirtPreset

    The dirt mix the debug mode fills a body with.

  • ECFDebugTool

    What the debug mode's crosshair does on fire.

  • ECFDirtBlend

    How a channel is stacked with the others.

  • ECFDirtChannel

    A kind of dirt.

  • ECFDirtFill

    Which profile FillDirt paints a channel with.

  • ECFDirtLayerOrder

    What decides which layer lies above which.

  • ECFEngineRunState

    Whether an engine is off, being started or running.

  • ECFGlassCrackStyle

    How a hit cracks a pane.

  • ECFGlassShardShape

    What a broken pane falls apart into.

  • ECFHingeState

    Where a hinged part is in its life.

  • ECFHostAnswer

    A host's answer to one question.

  • ECFTireScope

    Which tyres deform.

  • ECFTireWheelState

    Where a wheel stands in the budget: round, deforming, or fading back to round.

  • ECFTreeYieldMode

    What happens when the tree's joint reaches its yield threshold.

  • FCFAdapterWheel

    One wheel of the generic adapter, picked in Details.

  • FCFAdapterWheelState

    One wheel handed to the adapter at runtime (SetWheels): the component itself instead of a Details reference.

  • FCFBreakImpact

    What hit a unit: the contact point and the hitting body's velocity at that moment, in the frame the owner chose.

  • FCFBreakableHit

    A hit on a breakable owner, in world space.

  • FCFBreakableHitResponse

    How a definition answers one kind of hit.

  • FCFBreakablePiece

    One baked debris piece of a breakable unit.

  • FCFBreakableUnit

    One breakable unit (a fence post or span) laid out by its owner.

  • FCFDamageValues

    How dented a part of the body is, read from the damage the server confirmed: 0 untouched, 1 dented as far as the body allows.

  • FCFDamageZones

    The damage of each side of the body: the outer third of the body along each axis of the root, overlapping at the edges like the dirt zones.

  • FCFDirtChannelSettings

    How one dirt channel is named, stacked and cleared.

  • FCFDirtChannelShape

    How FillDirt and a wheel's contact spread one channel over the body: a spray up from the ground, an arch round the wheel and a tail behind it, each with its own weight.

  • FCFDirtRates

    What one surface does to a body driven over it, in fractions of full cover per second at the reference speed: what it gives of each dirt channel and what of each channel it takes off the body.

  • FCFDirtValues

    An amount of each kind of dirt, 0..1 for a coverage.

  • FCFDirtZones

    Mean dirt over each side of the body, each 0..1 per channel.

  • FCFEngineSoundLayer

    One loop of an engine, recorded at a steady speed.

  • FCFEngineState

    One frame of an engine, as UCFEngineAudioComponent reads it from its host.

  • FCFGlassCrack

    One crack drawn on a pane.

  • FCFHingeMount

    One point the part hangs on once loose: a pin through Location along the mount's Z axis, in the hinge's space.

  • FCFHingeStopHit

    A swinging part slamming into an end of its travel (UCFHingeComponent::OnStopHit).

  • FCFImpactFeedbackEntry

    What plays for one impact event tag: sounds, a Niagara effect, volume and pitch ranges, filters and per-surface overrides.

  • FCFImpactReport

    One hit as a driving client sends it to the server, quantized.

  • FCFImpactSurfaceOverride

    Per-surface replacement of an entry's media; empty fields keep the entry's own.

  • FCFMaterialTextures

    The default textures of the vehicle masters' texture parameters, one of each kind a sampler checks its default against: colour (sRGB), linear and normal map, each plain and virtual.

  • FCFRollingAudioTuning

    Per-wheel tyre rolling-sound tuning shared by every wheel of a vehicle: in the project settings, or per vehicle on UCFRollingAudioComponent.

  • FCFRollingFXTuning

    How a vehicle's rolling FX follow its wheels; one tuning for every vehicle of the project.

  • FCFRollingVoice

    Runtime state of one wheel's rolling sound.

  • FCFStiffnessZone

    A box of a body that dents more or less than the rest of it (UCFProfile::StiffnessZones).

  • FCFSurface

    What one surface does to a wheel standing on it: the dirt it gives and takes off the body, and how the wheel's roll sounds and looks.

  • FCFTireWheelDesc

    One wheel a host reports: the mesh the tyre is drawn with, and how far from the ground the host holds its hub.

  • FCFTireWheelOffset

    The visual offset the component sets on one wheel of its host: the vertical offset and the push.

  • FCFVehicleChaseCameraTuning

    Tuning of the vehicle chase camera: angles in degrees, speeds in cm/s, rates in 1/s.

  • FCFWheelContact

    One wheel, on the ground or not, as the host sees it this frame.

  • FCFWheelSurface

    What one wheel stands on and how fast the surface slides under it.

  • FCFZonePreset

    Tuning the zone editor stamps onto a stiffness zone in one click: everything but its box.