Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionDamagePropagationData.h
henrik karlsson b75f8273d9 Include removals
* GeometryCollectionComponent.h - Most files are related to the removal of includes in this file. Removed 7 headers
   - Moved GeometryCollectionDamagePropagationData in to its own file
   - Changed COPY_ON_WRITE_ATTRIBUTE to be set in a way so implementations can be placed in cpp file.
   - Moved some function implementations to cpp file
* Removed include in FieldSystemActor.h
* Removed include in FieldSystem.h
* Removed include in CommonUISettings.h


#preflight 636b325c376a9cd6a8818aae
#rb cedric.caillaud (for the actual changes, not additional includes and a couple include removals outside GeometryCollection)

[CL 23069399 by henrik karlsson in ue5-main branch]
2022-11-09 20:53:21 -05:00

25 lines
869 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GeometryCollectionDamagePropagationData.generated.h"
USTRUCT(BlueprintType)
struct GEOMETRYCOLLECTIONENGINE_API FGeometryCollectionDamagePropagationData
{
public:
GENERATED_BODY()
/** Whether or not damage propagation is enabled. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage Propagation")
bool bEnabled = true;
/** factor of the remaining strain propagated through the connection graph after a piece breaks. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage Propagation")
float BreakDamagePropagationFactor = 1.0f;
/** factor of the received strain propagated throug the connection graph if the piece did not break. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage Propagation")
float ShockDamagePropagationFactor = 0.0f;
};