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