IDS2_API_Reference > IDSDeveloperSettings (Instance Damage)

IDSDeveloperSettings (Instance Damage)

Class Details

Defined in: Public/IDSDeveloperSettings.h

Hierarchy: Object > DeveloperSettings > DeveloperSettingsBackedByCVars > IDSDeveloperSettings (Instance Damage)

Description

Configure the Instance Damage plugin

Properties

TSoftClassPtr<UIDSSubsystem> SubsystemtoInit
bool RegisterSubsystemTick Whether to register the subsystem's tick function by default
TArray DamageSetups Data table that stores the systems's setup information for each asset
bool SupportNonSetupProxyClasses Whether the system supports primitive classes as proxies that are not setup directly for it (like default ISM/HISM component classes). Works in singleplayer only The system checks on tick whether the proxies are alive or not.
float NonSetupProxiesUpdateRate
float RemovalTimeInterval How often to check for removal of the destructibles from the world Setting to < 0 will disable the check
float RemovalDistanceMultiplier Global removal distance multiplier for all destructibles
float RespawnTimeInterval Time interval at which destroyed instances will be respawned (as long as the player is out of range) Setting to < 0 will disable respawning
float RespawnDistanceMultiplier Global instance respawn distance multiplier
bool RespawnUnstreamedProxiesOnly Whether to respawn proxy instances that aren't alive only. Disabled on servers
EIDSDestructibleNetworkingMode NetworkingMode Default networking mode for spawning destructibles. Can be overriden per damage setup
float ReplicatedServerDestructibleHiddenInstanceCheckInterval How often to check whether we should hide a server replicated instance that was supposed to be hidden by server replicated destructible (but it wasn't eg. due to relevancy)
float ReplicatedServerDestructibleHiddenInstanceMaxAge If a server destructible does not replicate to a client in this time we will force the instance to hide to keep instance visibility in sync with server
double DefaultHitForceThreshold Default physics hit force needed to switch from proxies to destructibles
TEnumAsByte<ECollisionChannel> DestructibleProxyCollisionChannel The collision channel used by destructible proxies
int32 DestructibleMaskFilterBit This is used to make destruction objects ignore destructibles when sweeping against them Set to -1 to disable
int32 InstanceCustomDataLocalVisibilityIndex The index in instanced meshes' custom data used to store instance visibility NumCustomDataFloats in the instanced mesh components should be bigger than this value
int32 InstanceCustomDataDamageIndex The index in instanced meshes' custom data used to store instance damage NumCustomDataFloats in the instanced mesh components should be bigger than this value
float DestructibleTraceDistanceOffset Whenever a proxy recieves point damage (from a line trace) we repeat the line trace on the spawned destructible at this offset from the initial proxy hit point
float DebugDistance Max squared distance debug info will be drawn at

Nodes