UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AInteractiveFoliageActor Class Reference

#include <InteractiveFoliageActor.h>

+ Inheritance diagram for AInteractiveFoliageActor:

Public Member Functions

virtual void Tick (float DeltaSeconds) override
 
virtual void PostActorCreated () override
 
virtual float TakeDamage (float DamageAmount, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, class AActor *DamageCauser) override
 
virtual void PostLoad () override
 

Public Attributes

float FoliageDamageImpulseScale
 
float FoliageTouchImpulseScale
 
float FoliageStiffness
 
float FoliageStiffnessQuadratic
 
float FoliageDamping
 
float MaxDamageImpulse
 
float MaxTouchImpulse
 
float MaxForce
 
float Mass
 

Protected Member Functions

void SetupCollisionCylinder ()
 
void CapsuleTouched (UPrimitiveComponent *OverlappedComp, AActor *Other, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &OverlapInfo)
 

Member Function Documentation

◆ CapsuleTouched()

void AInteractiveFoliageActor::CapsuleTouched ( UPrimitiveComponent *  OverlappedComp,
AActor Other,
UPrimitiveComponent *  OtherComp,
int32  OtherBodyIndex,
bool  bFromSweep,
const FHitResult OverlapInfo 
)
protected

Called when capsule is touched

◆ PostActorCreated()

void AInteractiveFoliageActor::PostActorCreated ( )
overridevirtual

◆ PostLoad()

void AInteractiveFoliageActor::PostLoad ( )
overridevirtual

◆ SetupCollisionCylinder()

void AInteractiveFoliageActor::SetupCollisionCylinder ( )
protected

◆ TakeDamage()

float AInteractiveFoliageActor::TakeDamage ( float  DamageAmount,
struct FDamageEvent const &  DamageEvent,
class AController EventInstigator,
class AActor DamageCauser 
)
overridevirtual

◆ Tick()

void AInteractiveFoliageActor::Tick ( float  DeltaSeconds)
overridevirtual

Member Data Documentation

◆ FoliageDamageImpulseScale

float AInteractiveFoliageActor::FoliageDamageImpulseScale

Scales forces applied from damage events.

◆ FoliageDamping

float AInteractiveFoliageActor::FoliageDamping

Determines the amount of energy lost by the spring as it oscillates. This force is similar to air friction.

◆ FoliageStiffness

float AInteractiveFoliageActor::FoliageStiffness

Determines how strong the force that pushes toward the spring's center will be.

◆ FoliageStiffnessQuadratic

float AInteractiveFoliageActor::FoliageStiffnessQuadratic

Same as FoliageStiffness, but the strength of this force increases with the square of the distance to the spring's center. This force is used to prevent the spring from extending past a certain point due to touch and damage forces.

◆ FoliageTouchImpulseScale

float AInteractiveFoliageActor::FoliageTouchImpulseScale

Scales forces applied from touch events.

◆ Mass

float AInteractiveFoliageActor::Mass

◆ MaxDamageImpulse

float AInteractiveFoliageActor::MaxDamageImpulse

Clamps the magnitude of each damage force applied.

◆ MaxForce

float AInteractiveFoliageActor::MaxForce

Clamps the magnitude of combined forces applied each update.

◆ MaxTouchImpulse

float AInteractiveFoliageActor::MaxTouchImpulse

Clamps the magnitude of each touch force applied.


The documentation for this class was generated from the following files: