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UnrealEngine/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionDamagePropagationData.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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;
};