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Script Canvas nodes for NVIDIA Blast
Script Canvas nodes for NVIDIA Blast
This feature is an experimental release and is subject to change. |
The NVIDIA Blast gem includes several Script Canvas nodes to script destructible assets. The nodes can be found in the Blast group in Script Canvas.
Contents
- BlastFamilyComponentNotificationBus nodes
- BlastFamilyComponentNotificationBus nodes
- BlastFamilyDamageRequestBus nodes
BlastFamilyComponentNotificationBus nodes
On Actor Created
Event notification that is invoked whenever an actor is created from a destroyed object used in the given entity.
On Actor Destroyed
Notification that is invoked whenever an actor is destroyed from a destroyed object used in the given entity.
BlastFamilyComponentNotificationBus nodes
Get Actors Data
Obtains the actor data, such as entity id and whether actor is static or not, from a destructible object used in the given entity.
BlastFamilyDamageRequestBus nodes
Capsule Damage
Full damage is dealt to all chunks and bonds that are not farther than minRadius from either position0 or position1. Linearly decreasing damage is applied if the distance is less than maxRadius.
Destroy Actor
Destroys the actors from a destroyed object used in the given entity.
Get Family Id
Get the entity id of the Blast Family in the given entity.
Impact Spread Damage
Full damage is dealt to all chunks and bonds that are not farther than minRadius from position. Decreasing damage is applied if the distance is less than maxRadius. Decreasing damage is calculated using BFS on the support graph instead of Euclidean distances.
Radial Damage
Full damage is dealt to all chunks and bonds that are not farther than minRadius from position. Linearly decreasing damage is applied if the distance is less than maxRadius.
Shear Damage
Deals full damage to bonds that are orthogonal to normal. No damage is dealt to bonds that are parallel. Damage to chunks is dependent on distance to position. The damage falloff between minRadius and maxRadius is linear.
Stress Damage
Stress damage is applied using force vector instead of a scalar value. Damage is propagated between bonds based on the support graph.
Triangle Damage
Full damage is dealt to all chunks and bonds that intersect with a triangle described by the given vertices defined by position0, position1, and position2.