XProcMesh
The xProcMesh actor creates a deformable surface similar to a FluidSurfaceInfo. The difference is that the xProcMesh can be deformed by damage, too.
Properties
xProcMesh Group
- class<Effects> BigHitEffect
- float BigMomentumThreshold
- float BigTouchThreshold
- bool bRigidEdges
- bool CheckCollision
- float Dampening
- should be less than < 1.0
- Range DampeningRange
- Range ForceClamp
- float ForceAttenuation
- class<Effects> HitEffect
- float InfluenceRadius
- Range MovementClamp
- float Noise
- Range NoiseForce
- Range NoiseTimer
- EProcMeshType ProcType
- float RestTension
- float ShootStrength
- float Tension
- float TouchStrength
Force Group
- bool bForceAffected
UnrealScript-Only Properties
- array<ProcMeshVertex> Vertices (const)
- array<int> SectionOffsets (const)
- float NoiseCounter (transient)
- pointer pProcData (const, transient)
- // todo: take this out and serialize most things
Enums
EProcMeshType
- MT_Water
- MT_Deform
Structs
ProcMeshVertex
- Vector Position
- Vector Normal
- Color Color
- float U, V
Methods
Inherited From [Actor]]
- TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) [simulated]
- Deforms the surface based on the given momentum and spawns the HitEffect or the BigHitEffect.
- Touch (Actor Other) [simulated]
- Deforms the surface based on the actor's velocity if the actor can disturb fluid surfaces, i.e. its bDisturbFluidSurface property is set to True. In that case the HitEffect or BigHitEffect is spawned.
Native Functions
- ProcPling (vector Position, float Strength, float Radius, out vector EffectLocation, out vector EffectNormal) [native, final]
- Deforms the surface at the specified location (Z component is ignored).