The ID for this command is specified as chunkID. For example, a single chunk could be the atoms in a molecule or atoms in a spatial bin. See the “compute. Assets will be put into this Chunk ID specifically, if set to something other than Because the map has no Chunk ID of its own, the chunking process will use the :/Game/Maps/Highrise”,Rules=(Priority=-1,ChunkId=2,CookRule=Unknown)).

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Return depth level of the given chunk Parameters: In-Editor memory size can be substantially different from a shipped product’s disk space usage for the same group of Assets. An example of chunking can be found in the ShooterGame sample project, which establishes three Chunks: This returns true gookid we acknowledge the next chunk as part of this set.

Cooking and Chunking

Slicing parameters, see SlicingConfiguration. A similar setup will need to be made for the “Sanctuary” map and Chunk 1. Open edges can lead to wrong fracturing results. In addition, all Secondary Assets in the map will be associated with Bookld 2. Get current last row number. The final entry, governing Chunk 0, ensures that anything referenced by the map that loads when the game first starts up will be in Chunk 0, which is also the default Chunk.


Check if input mesh contains open edges.

The priority value of -1 sets priority to the default value, which is 1. Cooking and chunking rules in the DefaultGame.

DeflatedChunksSet (PNGJ SNAPSHOT API)

It’s still not terminated, it will accept more IDAT chunks, but will ignore them. Get chunk base mesh Parameters: Input mesh is scaled biokid transformed internally to fit unit cube centered in origin. The sanctuary map asset’s node has been right-clicked. Last one is indexBuffer size Returns: Noise configuration for plane-chunk intersection, chhnkid NoiseConfiguration. In our ShooterGame example, examining Chunk 1 reveals only two directly connected Assets: User’s code should release it after usage.

We can make our own internal changes and checks.

Nv::Blast::FractureTool Class Reference

Cut chunk with plane. But for callback mode the method processRowCallback must be overriden See IdatSetwhich is mostly used and has a slightly simpler use. Using the Engine’s Packaging system, each Chunk will create an independent. Try find islands and remove them on some specifical chunk.

For detailed information on those options, see the Reference Viewer page. Boxes nested within other boxes represent a parent-child reference relationship. Method provides offset vector and scale parameter.

Cutout fracture for specified chunk. This should be called when discarding this object, or boookid aborting. Chunk index in internal buffer, if not exist -1 is returned. As a result, Chunk 0 is smaller than the other Chunks, and also has a wider variety of Asset types. Number of found islands is returned.


Get chunk mesh in polygonal representation.

Get percentage of mesh overlap. Return id of chunk with specified index. This Primary Asset Label, named “HighriseLabel”, explicitly manages the game’s “Highrise” map asset, and indicates that it belongs in Chunk 2. In this state, all relevant data has been uncompressed and retrieved exceptionally, the reading has ended prematurely.

It tries to unite chunks to groups of some size in order to transform flat hierarchy all chunks are children of single root to tree like hieracrhy with limited number of children for each chunk. Secondary Assets that are referenced by multiple Primary Asset Labels will be associated with the highest-priority among those Labels.

Cooking and Chunking

In the following image, we have recentered from Chunk 1 to the “Map: Set input mesh which will be fractured, FractureTool will be reseted.

Callback, to be implemented in callbackMode This will be called once to notify state done. Primary Asset Rules are used to determine which Primary Assets have management authority of which Secondary Assets, as well as how to handle Boooid during the cooking process.