C++
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IDSDamageableISMC
IDS
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Damageable foliage class setup to be used with Instance Damage System plugin Can be used directly on foliage or added as a component to actors in blueprints bComponentReplicates has to be set to true for replication only if the component is spawned during runtime, otherwise replication is working on meshes placed in the levels only (for example through the UE foliage system) |
C++
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IDSDestructibleInterface | ## UInterface cannot be documented ## |
C++
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IDSDestructionObjectInterface | ## UInterface cannot be documented ## |
C++
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IDSDeveloperSettings (Instance Damage)
IDS
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Configure the Instance Damage plugin |
C++
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IDSFunctionLibrary
IDS
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Instance Damage System utility functions |
C++
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IDSReplicationProxyComponent
IDS
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Component responsible for proxy instance visibility replication |
C++
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IDSSubsystem (Instance Damage Subsystem)
IDS
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Central managing point of the plugin |
FIDSDamageInfo
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Proxy damage settings
These settings define how proxy instances react when they are interacted (damaged) with
Defined per damage asset (eg. a static mesh asset) which proxy objects use when interacted with (eg. an instanced static mesh component)
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Properties:
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FIDSDestructibleInfo
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Holds information about a single destructible
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Properties:
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FIDSDestructibleInstance
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Identifies a destructible instance
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Properties:
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FIDSDestructiblePool
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Holds the spawned destructibles
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Properties:
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FIDSDestructiblePoolContainer
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Container that holds the destructible pools and destructible info for each destructible instance
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Properties:
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FIDSDestructibleSpawnParams
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Destructible spawn settings
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Properties:
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FIDSDestructionObjectDetectionParams
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Settings used by destruction objects to detect proxy instances around them
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Properties:
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FIDSDestructionObjectInfo
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Current information about an object that can cause destruction
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Properties:
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FIDSDestructionObjectNetworkParams
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Destruction object network settings
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Properties:
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FIDSDestructionObjectOptimizationParams
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Destruction object optimization settings
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Properties:
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FIDSDestructionObjectParams
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Destruction object settings
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Properties:
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FIDSHiddenInstancesContainer
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Holds and manages lists of hidden instances per proxy
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Properties:
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FIDSHiddenInstancesInfo
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Holds a list of hidden instances for a proxy
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Properties:
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FIDSNonSetupProxyInfo
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Info about proxies whose classes are not setup for damage like DamagableISMC. Used as a workaround to support default ISM/HISM classes
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Properties:
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FIDSObjectWithID
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Identifies a single UE object usually an actor instance
ID is optional but can be useful for identifying a different object eg. an FBodyInstance inside a primitive component
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Properties:
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FIDSProxyInstance
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Identifies a single proxy instance, eg. a single instance of an UInstancedStaticMeshComponent
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Properties:
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FIDSProxyInstanceInfo
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Holds additional information about a proxy instance
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Properties:
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FIDSSavedHiddenInstancesContainer
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Save friendly hidden instance data
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Properties:
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FIDSSavedHiddenInstancesInfo
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Save friendly instance list
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Properties:
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FIDSSubsystemTickFunction
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IDS Subsystem tick function
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Properties:
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FIDSUpdatedProxies
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Holds references to all registered proxies the system manages
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Properties:
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EIDSDestructibleNetworkingMode
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Defines how destructibles are replicated
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ClientAuthoritative ClientReplicated Server EIDSDestructibleNetworkingMode_MAX (EIDSDestructible Networking Mode MAX) |
EIDSDestructiblePoolingResult
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Type of result after destructible spawn request
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Failed AlreadySpawned DedicatedServerDummy Reused SpawnedNew EIDSDestructiblePoolingResult_MAX (EIDSDestructible Pooling Result MAX) |
EIDSDestructibleRemovalHandling
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Defines how to handle the removal of destructibles from the world
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RemoveIfOutOfRange RemoveIfOutOfRangeOrNotRendered AlwaysRemove NeverRemove EIDSDestructibleRemovalHandling_MAX (EIDSDestructible Removal Handling MAX) |
EIDSDestructionObjectTagFilterType
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Used to filter destruction components
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OnlyTaggedComponents ExcludeTaggedComponents EIDSDestructionObjectTagFilterType_MAX (EIDSDestruction Object Tag Filter Type MAX) |
EIDSDestructionPrimCachingRule
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Defines whether the object can cache primitive list (optimization)
If set to cached the user has to mark the object dirty whenever a destruction body (component) is added or removed from the object
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Cached Dirty NeverCache EIDSDestructionPrimCachingRule_MAX (EIDSDestruction Prim Caching Rule MAX) |
EIDSInstanceHidingMode
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Defines how to handle instance hiding
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Nothing OffsetZ ScaleToZero OpacityMaskAndBodyInstanceCollisionToggle Custom EIDSInstanceHidingMode_MAX (EIDSInstance Hiding Mode MAX) |
EIDSInstanceVisibilityInstigatorType
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Identifies the action responsible for toggling instance visibility
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None SystemReset MarkRenderDirty Respawn WorldActor UndamagedSwitch Replication ForceUpdate SaveRestore UnregisteredMesh DeferredReplication IndexUpdateRemoved IndexUpdateRelocated IndexUpdateCleared EIDSInstanceVisibilityInstigatorType_MAX (EIDSInstance Visibility Instigator Type MAX) |
EIDSSimulatedProxyDestructionMode
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Defines how destruction is handled by simulated proxy destruction objects on client authority destructibles
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Default SweepReplicatedTransform EIDSSimulatedProxyDestructionMode_MAX (EIDSSimulated Proxy Destruction Mode MAX) |