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UnrealMagicOfDoomOhYeah / FracturedStaticMeshActor.txt

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Engine/Classes/FracturedStaticMeshActor.uc
class FracturedStaticMeshActor extends Actor

    native simulated event BreakOffIsolatedIslands(out array<BYTE> FragmentVis, array<int> IgnoreFrags, vector ChunkDir, array<FracturedStaticMeshPart> DisableCollWithPart, bool bWantPhysChunks);
    native simulated event bool SpawnDeferredParts();
    simulated event Explode()
    simulated event HideFragmentsToMaximizeMemoryUsage()
    simulated event HideOneFragment()
    simulated event PostBeginPlay()
    simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    simulated function bool FractureEffectIsRelevant( bool bForceDedicated, Pawn EffectInstigator, out byte bWantPhysChunksAndParticles )
    simulated function bool IsFracturedByDamageType(class<DamageType> DmgType)
    simulated native event BreakOffPartsInRadius(vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles);
    simulated native event ResetVisibility();
    simulated native final function FracturedStaticMeshPart SpawnPart(int ChunkIndex, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion);
    simulated native final function FracturedStaticMeshPart SpawnPartMulti(array<int> ChunkIndices, vector InitialVel, vector InitialAngVel, float RelativeScale, bool bExplosion);
    simulated native final function ResetHealth();
    simulated native final protected function RemoveDecals( int IndexToRemoveDecalsFrom );