> For the complete documentation index, see [llms.txt](https://multicore-games.gitbook.io/rps-volumetric-bullets-or-ue5-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://multicore-games.gitbook.io/rps-volumetric-bullets-or-ue5-documentation/setup-and-implementation/getting-set-up/bullet-and-material-data.md).

# Bullet and Material Data

<details>

<summary>Bullet Data</summary>

Bullet data folder location:\ <mark style="color:green;">Content -> RPS-Volumetric\_Bullets -> Data -> Data\_Bullets</mark>

![](/files/H0uGxK40QaZ3NIvSqVXt)

The Bullet Data has 12 parameters:

1. Row Name | <mark style="color:yellow;">Default Value: -</mark>
   * Sets the bullet name
2. Caliber (mm) | <mark style="color:yellow;">Default Value: 7,62</mark>
   * Sets the bullet diameter in milimeters
3. Speed (m/s) | <mark style="color:yellow;">Default Value: 860</mark>
   * Sets the muzzle velocity/speed of the bullet in meters per second
4. Mass (g) | <mark style="color:yellow;">Default Value: 1</mark>
   * Sets the mass of the bullet in grams
5. Base Damage | <mark style="color:yellow;">Default Value: 100</mark>
   * Sets the base damage, before applying falloff
6. Drag Coefficient | <mark style="color:yellow;">Default Value: G1</mark>
   * Sets the drag coefficient at different velocities as a float curve
   * G1 / Ingalls (flat base bullets with 2 caliber nose ogive): \
     \
     &#x20;![](/files/12P1IpW5fwIswq3PZV1v)<br>
   * G7 (long 7.5 degree boat-tails, with 10 caliber tangent ogive):\
     \
     &#x20;![](/files/uJGYBChXqIdNQQ7wzICB)<br>
7. Can Penetrate? | <mark style="color:yellow;">Default Value: TRUE</mark>
   * Enables/Disables the penetration computations
8. Can Ricochet? | <mark style="color:yellow;">Default Value: TRUE</mark>
   * Enables/Disables the ricochet computations
9. Can Get Stuck? | <mark style="color:yellow;">Default Value: TRUE</mark>
   * Enables/Disables the getting stuck computations
10. Cartridge Mesh | <mark style="color:yellow;">Default Value: -</mark>
    * It is a map composed of a <mark style="color:red;">Static Mesh</mark> and <mark style="color:red;">Transform</mark>
    * Sets the Cartridge static mesh, with Transform adjustments
11. Head Mesh | <mark style="color:yellow;">Default Value: -</mark>
    * It is a map composed of a <mark style="color:red;">Static Mesh</mark> and <mark style="color:red;">Transform</mark>
    * Sets the Bullet Head static mesh, with Transform adjustments
12. Impact Meshes | <mark style="color:yellow;">Default Value: -</mark>
    * It is an array of <mark style="color:red;">Static Meshes</mark>
    * Sets the meshes of the 5 impact levels

</details>

<details>

<summary>Material Data</summary>

Bullet data folder location:\ <mark style="color:green;">Content -> RPS-Volumetric\_Bullets -> Data -> Data\_Materials</mark>

![](/files/3kENbkfa88Pe2KTOp25Q)

The Material Data has 6 parameters:

1. Row Name | <mark style="color:yellow;">Default Value: -</mark>
   * Sets the Material name <mark style="color:red;">(!! Set the same name as the Physical Material Ex. PM\_Steel)</mark>
2. Can Penetrate? | <mark style="color:yellow;">Default Value: TRUE</mark>
   * Enables/Disables the penetration computations
3. Can Ricochet? | <mark style="color:yellow;">Default Value: TRUE</mark>
   * Enables/Disables the ricochet computations
4. Can Get Stuck? | <mark style="color:yellow;">Default Value: TRUE</mark>
   * Enables/Disables the getting stuck computations
5. Material Density (g/cm³) | <mark style="color:yellow;">Default Value: 3</mark>
   * Sets the material density in grams per centimeter cubed
6. Effects | <mark style="color:yellow;">Default Value: -</mark>

   * Sets the Sound, Particles and Decals of the 4 bullet states (Penetration, Ricochet, Stuck or Hit), each with controls:

   <figure><img src="/files/z74uYI5UYhHMsVdkaYD1" alt=""><figcaption></figcaption></figure>

</details>


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