// 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; };