Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionDamagePropagationData.h
henrik karlsson 5db685f97d [Engine]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds

[CL 26082269 by henrik karlsson in ue5-main branch]
2023-06-17 18:13:06 -04:00

25 lines
840 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GeometryCollectionDamagePropagationData.generated.h"
USTRUCT(BlueprintType)
struct 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;
};