Creates a new DestructionResource with the specified source mesh.
The mesh to fracture.
OptionalisInternalConstructor: booleanHandle to the new resource.
Gets the pre-computed destruction data. May be null if not yet generated.
Returns a reference handle for this resource.
Sets the material used for interior (cut) faces.
Sets the material used for interior (cut) faces.
Determines if fracture data has been generated.
Determines if the resource is valid and ready for use.
True if the resource has a source mesh and generated data.
Returns the meta data of this resource.
Name of the resource. Use primarily for easier identification and not important to the engine itself.
Gets the number of pieces in the generated data.
Sets the fracture settings.
Sets the source mesh to fracture.
Sets the source mesh to fracture.
Returns a universally unique identifier of this resource.
Clears the generated fracture data.
Duplicates the resource and creates a unique UUID for the duplicated resource.
The duplicated resource or null, if the duplication failed.
Generates fracture data from the source mesh using the current settings.
This operation runs asynchronously as it may need to perform a GPU readback if the mesh has no cached CPU data.
Async operation that completes with true if generation succeeded, or fails with an error message.
Virtual
Method called by RSX to perform actions required after the creation of the resource.
Forcefully unloads the resource.
A resource containing pre-computed fracture data for a mesh.
DestructionResource is a saveable asset that stores the results of mesh fracturing. It can be assigned to a CDestructable component to provide instant access to fracture pieces without runtime computation.
Workflow: 1. Assign a source mesh 2. Configure fracture settings 3. Call Generate() to compute fractures 4. Save the resource 5. Assign to CDestructable components