Skip to content
CRUSHFORMV1.1.0
GET IT ON FAB

REFERENCESTRUCTS AND ENUMS

FCFStiffnessZone

MODULECrushformINCLUDECFProfile.h

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

Functions

AUTHORITY · server, every machineLOCAL · this machinePURE · read only
FBox MirrorBox(const FBox& Box)
C++ ONLY

Returns Box reflected across the body's centre line, Y = 0 of root component space: where a mirrored zone's twin lies. Box must be valid.

Properties

FBox Box = FBox(ForceInit)

Root component space, cm, like Explicit Bounds. Is Valid must be on. The zone's outer limit: the zone changes nothing outside the box. A face on the body's collision or past it (out to the lattice's edge and beyond) is the skin: the zone holds full strength up to it. The part of the box past the lattice is ignored.

Default
FBox(ForceInit)
Category
Zone
float Stiffness = 1.0f

Hits push this much less here: 1 dents like the rest of the body, 3 a third as deep, 0.5 twice as deep. Not the profile's Stiffness: here higher means shallower. A hit over a contact patch (a wall, another car's front) presses the whole patch to one depth, set by the zone at its contact; around the patch a zone stiffer than that gives way less, by the square root of the ratio (4 times as stiff, half as deep): a sill or a roof rail holds while the door between them caves in. The hold grows from the patch's edge, and into the zone from its edge, only as fast as the squeezed metal can follow, so a zone a few centimetres off the patch, or a thin one, holds less.

Default
1.0f
Category
Zone
float EdgeWidth = 20.0f

Width, cm, of the band inside the box along its inner faces (those inside the body) over which the zone fades in; deeper in it holds its full Stiffness and Max Depth. Clamped so that a core is left. Two zones meant to run into each other overlap by it: each fades in inside its own box, so two that only touch both fade out at the shared face.

Default
20.0f
Category
Zone
float MaxDepth = 0.0f

Deepest any hit pushes the body inside the box, cm, however many hits come; 0 for the profile's Max Displacement. Keeps a door from being driven into the cabin. A crush press ignores it.

Default
0.0f
Category
Zone
bool bMirrored = false

Also applies reflected across the body's centre line, Y = 0 of root component space: one entry for a left and a right door. A box across the centre line overlaps its own reflection: inside both nothing changes, but where both bands (inside each box, along its inner faces) cover a node it fades in twice and the edge comes out steeper.

Default
false
Category
Zone
FString Name
EDITOR

What the zone editor and the rows of Stiffness Zones call this zone. The game never reads it.

Category
Zone