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Functions

Add Hit at Location

Perform a manual hit and (optionally) apply an impulse to the actor.

Hit Location & Hit Location Type: Where should the hit go? (relative or world location)

Impact Strength: Strength of the impact (m/s2m/s²). This affects the hit radius and the strength should be between 0 and MaxHitAcceleration!

Add Impulse: Whether to apply an impulse or not (instantaneous force, see unreal's original AddImpulseAtLocation for reference)

Impulse: Magnitude and direction of impulse to apply. (Unit: kgcm/skg*cm/s)
Impulse=MassVelocityImpulse = Mass * Velocity

Impulse in World Space: Impulse in relative or world space?

✅ Network replicated

Reset Deformation

Reset the deformation and optionally refresh the mesh itself.

Should Update Mesh: Without this the reset deformation will not be visible (until the next hit happened).

✅ Network replicated

Update mesh

This will refresh the visible mesh (e.g. after Reset Deformation). Normally you don't have to call this manually.

❌ Only local

Material functions

These functions can be used to edit the materials of the visible mesh. You have to use these functions to modify your materials (e.g. lights), because only the procedural mesh is visible and you can not access it directly (yet).

Materials

We may improve this part of the component in the future.