cubeBase Physics Object (BP_TFA_BasePhysicsObject)

Base class for physics props like dropped magazines and casings.

Asset path: /Game/InfimaGames/TacticalFPSAnimations/Common/Core/Weapons/BP_TFA_BasePhysicsObject

BP_TFA_BasePhysicsObject is the shared base class for physics props such as dropped magazines and ejected casings. It mainly provides destroy-timer handling and impact-sound behaviour so the child Blueprints can stay lightweight.


Quick Navigation



Key Variables


  • ImpactSound (SoundBase)

  • Time Until Destroyed (float)

  • bPlaySoundOnce (bool)

  • MinimumForceToPlaySound (float), default 100.0


BeginPlay Behaviour


On BeginPlay, this Blueprint calls SetLifeSpan(Time Until Destroyed).

circle-info

If Time Until Destroyed is 0.0, Unreal clears the lifespan timer. That means the actor can remain indefinitely unless another system destroys it.


Impact Sound Logic


The hit event is bound to SM_PshyicsObject, which is the technical component name used in the asset.

  • If bPlaySoundOnce is true, the Blueprint uses DoOnce to avoid spam and plays ImpactSound at the object’s world location.

  • If bPlaySoundOnce is false, it checks the NormalImpulse magnitude against MinimumForceToPlaySound, but that branch currently does not play anything.

circle-exclamation


Last updated

Was this helpful?