description: Set the new number of seams to this cloth.

code: void SetNumSeams ( int32 NumSeams )


description: Set the new number of patterns to this cloth LOD.

module: ChaosClothAsset

code: void SetNumSimPatterns ( int32 NumPatterns )


description: Append to this cloth another cloth. Set the physics asset path name.

code: void SetPhysicsAssetPathName ( const [FString](API\Runtime\Core\Containers\FString) & PathName )


description: Set the skeleton asset path name.

code: void SetSkeletonAssetPathName ( const [FString](API\Runtime\Core\Containers\FString) & PathName )


code: FCollectionClothFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ManagedArrayCollection )


code: FCollectionClothFacade ( const [FCollectionClothFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothFacade) & )


code: FCollectionClothFacade ( [FCollectionClothFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothFacade) && )


code: FCollectionClothFacade &40; const TSharedRef< class FClothCollection > & InClothCollection &41;


code: virtual ~FCollectionClothFacade()


className: FCollectionClothFacade

description: Cloth Asset collection facade class focused on draping and pattern information. Non-const access (read/write) version.


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class FClothCollection > GetClothCollection()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > GetRenderBoneIndices()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TArray](API\Runtime\Core\Containers\TArray)< float > > GetRenderBoneWeights()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntVector3 > GetRenderIndices()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector3f > GetRenderNormal()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector3f > GetRenderPosition()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector3f > GetRenderTangentU()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector3f > GetRenderTangentV()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > > GetRenderUVs()


description: Initialize from another render pattern. Assumes all indices match between source and target.

code: void Initialize ( const [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) & Other )


code: [FCollectionClothRenderPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothRenderPatternFac-) & operator= ( const [FCollectionClothRenderPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothRenderPatternFac-) & )


code: void RemoveRenderFaces ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


code: void RemoveRenderVertices ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


description: Remove all geometry from this cloth pattern.

code: void Reset()


description: Grow or shrink the space reserved for render faces for this pattern within the cloth collection and return its start index.

code: void SetNumRenderFaces ( int32 NumRenderFaces )


description: Grow or shrink the space reserved for render vertices for this pattern within the cloth collection and return its start index.

code: void SetNumRenderVertices ( int32 NumRenderVertices )


description: Set the render material for this pattern.

code: void SetRenderMaterialPathName ( const [FString](API\Runtime\Core\Containers\FString) & PathName )


code: FCollectionClothRenderPatternFacade()


code: FCollectionClothRenderPatternFacade ( const [FCollectionClothRenderPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothRenderPatternFac-) & )


code: FCollectionClothRenderPatternFacade ( [FCollectionClothRenderPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothRenderPatternFac-) && )


code: FCollectionClothRenderPatternFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class FClothCollection > & InClothCollection, int32 InPatternIndex )


className: FCollectionClothRenderPatternFacade

description: Cloth Asset collection render pattern facade class to access cloth render pattern data. Constructed fromFCollectionClothFacade. Non-const access (read/write) version.


code: static constexpr int32 GetBaseElementIndex()


code: int32 GetElementIndex() const


description: Return the total number of stitches for this seam.

code: int32 GetNumSeamStitches() const


description: Return the seam index this facade has been created with.

code: int32 GetSeamIndex() const


code: TConstArrayView< int32 > GetSeamStitch3DIndex() const


description: Return the seam stitch offset for this seam in the seam stitches for the cloth.

code: int32 GetSeamStitchesOffset() const


code: [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) & operator= ( const [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) & )


code: [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) & operator= ( [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) && )


code: FCollectionClothSeamConstFacade()


code: FCollectionClothSeamConstFacade ( const [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) & )


code: FCollectionClothSeamConstFacade ( [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) && )


code: FCollectionClothSeamConstFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class FClothCollection > & InClothCollection, int32 SeamIndex )


description: Indices correspond with theFCollectionClothConstFacadeindices.

code: TConstArrayView< FIntVector2 > GetSeamStitch2DEndIndices() const


className: FCollectionClothSeamConstFacade

description: Cloth Asset collection seam facade class to access cloth seam data. Constructed fromFCollectionClothConstFacade. Const access (read only) version.

code: class FCollectionClothSeamConstFacade

ClothCollection

type: TSharedRef< con...


description: Initialize from a list of stitches

code: void Initialize ( TConstArrayView< FIntVector2 > Stitches )


description: Initialize from another seam.

code: void Initialize ( const [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) & Other, const int32 SimVertex2DOffset, const int32 SimVertex3DOffset )


code: [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) & operator= ( const [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) & )


code: [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) & operator= ( [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) && )


description: Remove all stitches from this seam.

code: void Reset()


code: FCollectionClothSeamFacade ( const [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) & )


code: FCollectionClothSeamFacade()


code: FCollectionClothSeamFacade ( [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) && )


code: FCollectionClothSeamFacade &40; const TSharedRef< class FClothCollection > & InClothCollection, int32 SeamIndex &41;


className: FCollectionClothSeamFacade

description: Cloth Asset collection seam facade class to access cloth seam data. Constructed fromFCollectionClothFacade. Non-const access (read/write) version.


code: virtual ~FCollectionClothSeamFacade()


description: Find a selection with the given name. Return INDEX_NONE if no such selection exists.

code: int32 FindSelection ( const [FString](API\Runtime\Core\Containers\FString) & Name ) const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TSet](API\Runtime\Core\Containers\TSet)< int32 > > GetIndices() const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FString](API\Runtime\Core\Containers\FString) > GetName() const


description: Return the total number of selections in the collection

code: int32 GetNumSelections() const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FString](API\Runtime\Core\Containers\FString) > GetType() const


description: Return whether the facade is defined on the collection.

code: bool IsValid() const


code: [FCollectionClothSelectionConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionConstFa-) & operator= ( const [FCollectionClothSelectionConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionConstFa-) & )


code: FCollectionClothSelectionConstFacade()


code: FCollectionClothSelectionConstFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ManagedArrayCollection )


code: FCollectionClothSelectionConstFacade ( const [FCollectionClothSelectionConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionConstFa-) & )


className: FCollectionClothSelectionConstFacade

description: Cloth Asset collection Selection facade class. Each Selection consists of a set of integer indices, a name, and a string representing the type of element being indexed. Const access (read only) version.

Indices

type: TManagedArray< ...

ManagedArrayCollection

type: TSharedRef<FMa...

Name

description: Schema (non-const since these will be used by the subclass as well)


description: Add the Selection attributes to the underlying collection

code: void DefineSchema()


description:
Create a new Selection in the collection with the given name and return its index. If a Selection with the name already exists, return the index of the existing selection.
The previous number of Selections if we added a new Selection, or the index of the Selection with the given Name if it already existed, or INDEX_NONE if the schema for this facade object is not valid.

code: int32 FindOrAddSelection ( const [FString](API\Runtime\Core\Containers\FString) & Name )


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSet](API\Runtime\Core\Containers\TSet)< int32 > > GetIndices()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > GetName()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > GetType()


code: [FCollectionClothSelectionFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionFacade) & operator= ( const [FCollectionClothSelectionFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionFacade) & )


code: [FCollectionClothSelectionFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionFacade) & operator= ( [FCollectionClothSelectionFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionFacade) && )


description: Set the Type and Indices for the given Selection. Returns false if the Facade is invalid or if the SelectionIndex is out of range

code: bool SetSelection ( int32 SelectionIndex, const [FString](API\Runtime\Core\Containers\FString) & InType, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InSelectedIndices )


code: FCollectionClothSelectionFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ManagedArrayCollection )


code: FCollectionClothSelectionFacade()


code: FCollectionClothSelectionFacade ( const [FCollectionClothSelectionFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionFacade) & )


code: FCollectionClothSelectionFacade ( [FCollectionClothSelectionFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSelectionFacade) && )


className: FCollectionClothSelectionFacade

description: Cloth Asset collection Selection facade class. Each Selection consists of a set of integer indices, a name, and a string representing the type of element being indexed. Non-const access (read/write) version.


code: static constexpr int32 GetBaseElementIndex()


description: Note: SimIndices points to the collection arrays, not the pattern arrays.

code: int32 GetNumSimFaces() const


code: int32 GetElementIndex() const


description: Return the total number of simulation vertices for this pattern.

code: int32 GetNumSimVertices2D() const


description: Return the Pattern index this facade has been created with.

code: int32 GetPatternIndex() const


description: Return the simulation faces offset for this pattern in the simulation faces.

code: int32 GetSimFacesOffset() const


code: TConstArrayView< FIntVector3 > GetSimIndices2D() const


code: TConstArrayView< FIntVector3 > GetSimIndices3D() const


code: TConstArrayView< FVector2f > GetSimPosition2D() const


description: Return the simulation vertices offset for this pattern in the simulation vertices for the collection.

code: int32 GetSimVertices2DOffset() const


code: TConstArrayView< int32 > GetSimVertex3DLookup() const


description: Whether or not this pattern is empty.

code: bool IsEmpty() const


code: [FCollectionClothSimPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternConstF-) & operator= ( const [FCollectionClothSimPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternConstF-) & )


code: FCollectionClothSimPatternConstFacade()


code: FCollectionClothSimPatternConstFacade ( const [FCollectionClothSimPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternConstF-) & )


code: FCollectionClothSimPatternConstFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class FClothCollection > & InClothCollection, int32 InPatternIndex )


className: FCollectionClothSimPatternConstFacade

description: Cloth Asset collection sim pattern facade class to access cloth sim pattern data. Constructed fromFCollectionClothConstFacade. Const access (read only) version.


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntVector3 > GetSimIndices2D()


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntVector3 > GetSimIndices3D()


description: Note: Use theFCollectionClothConstFacadeaccessors instead of these for the array indices to match the SimIndices2D values.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector2f > GetSimPosition2D()


description: Initialize this pattern using another pattern collection.

code: void Initialize ( const [FCollectionClothSimPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternConstF-) & Other, const int32 SimVertex3DOffset )


description: Initialize the cloth pattern using the specified 3D and 2D positions, and topology.

code: template<typename IndexType> void Initialize ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & Positions2D, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Positions3D, const [TArray](API\Runtime\Core\Containers\TArray)< IndexType > & Indices )


code: [FCollectionClothSimPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternFacade) & operator= ( const [FCollectionClothSimPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternFacade) & )


code: void RemoveAllSimVertices2D()


code: void RemoveSimFaces ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


description: Remove all geometry from this cloth pattern.

code: void Reset()


description: This will remove the 2D vertices, but the associated seams and 3D vertices will still exist, and point to INDEX_NONE

code: void RemoveSimVertices2D ( int32 NumSimVertices )


code: void RemoveSimVertices2D ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


description: Grow or shrink the space reserved for simulation faces for this pattern within the cloth collection and return its start index.

code: void SetNumSimFaces ( int32 NumSimFaces )


code: FCollectionClothSimPatternFacade()


code: FCollectionClothSimPatternFacade ( const [FCollectionClothSimPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternFacade) & )


code: FCollectionClothSimPatternFacade ( [FCollectionClothSimPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternFacade) && )


code: FCollectionClothSimPatternFacade &40; const TSharedRef< class FClothCollection > & InClothCollection, int32 InPatternIndex &41;


className: FCollectionClothSimPatternFacade

description: Cloth Asset collection sim pattern facade class to access cloth sim pattern data. Constructed fromFCollectionClothFacade. Non-const access (read/write) version.


className: EChaosClothAssetSelectionType

description: What type of element is selected in the Selection

module: ChaosClothAssetDataflowNodes

code: enum EChaosClothAssetSelectionType { SimVertex2D, SimVertex3D, RenderVertex, SimFace, RenderFace, }


className: EChaosClothAssetElementType

code: enum EChaosClothAssetElementType { None, SimMesh, RenderMesh, SimPattern, RenderPattern, SimVertex2D, SimVertex3D, RenderVertex, SimFace, RenderFace, Seam, }


code: enum EChaosClothAssetRestAngleConstructionType { Use3DRestAngles = (uint8)Chaos::Softs::FPBDBendingConstraintsBase::ERestAngleConstructionType::Use3DRestAngles, FlatnessRatio = (uint8)Chaos::Softs::FPBDBendingConstraintsBase::ERestAngleConstructionType::FlatnessRatio, RestAngle = (uint8)Chaos::Softs::FPBDBendingConstraintsBase::ERestAngleConstructionType::ExplicitRestAngles, }


code: enum EChaosClothAssetTransferSkinWeightsMethod { ClosestPointOnSurface, InpaintWeights, }


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetAddWeightMapNode()


code: FChaosClothAssetAddWeightMapNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetAddWeightMapNode

description: Painted weight map attributes node.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetAddWeightMapNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

Collection

type: FManagedArrayCo...

type: FString

description: The name to be set as a weight map attribute.

VertexWeights

type: TArray< float >


code: FChaosClothAssetBindToRootBoneNode()


code: FChaosClothAssetBindToRootBoneNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetBindToRootBoneNode

description: Bind an entire mesh to the single root bone of the current skeleton set on the cloth collection.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetBindToRootBoneNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

bBindRenderMesh

type: bool

description: Whether to bind the render mesh.

bBindSimMesh

description: Whether to bind the simulation mesh.


code: FChaosClothAssetSetPhysicsAssetNode()


code: FChaosClothAssetSetPhysicsAssetNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetSetPhysicsAssetNode

description: Replace the current physics assets to collide the simulation mesh against.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetSetPhysicsAssetNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

PhysicsAsset

type: TObjectPtr<UPh...

description: The physics asset to assign to the Cloth Collection.


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: FChaosClothAssetSimulationAerodynamicsConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Aerodynamics properties configuration node.

Drag

type: FChaosClothAsse...

description: The aerodynamic coefficient of drag applying on each particle.

FluidDensity

type: float

description: The density of the medium in which the aerodynamic forces take place, usually air.

Lift

description: The aerodynamic coefficient of lift applying on each particle.

WindVelocity

description: The fixed wind velocity [m/s] for this asset. For reference a wind gust is above 8m/s (18mph).


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetSimulationAnimDriveConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Anim drive properties configuration node.

AnimDriveDamping

description: The damping amount of the anim drive.

AnimDriveStiffness

description: The strength of the constraint driving the cloth towards the animated skinned/goal mesh.


code: FChaosClothAssetSimulationBackstopConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Backstop properties configuration node.

BackstopDistance

description: The distance from the surface of a backstop collision sphere to its associated particle's skinned position along the mesh normal.

BackstopRadius

description: The radius of the backstop sphere that each particle collides with.


code: virtual void AddProperties ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, ::[Chaos::Softs::FCollectionPropertyMutableFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyMutableFacade) & Properties ) const


code: int32 AddPropertyHelper ( ::[Chaos::Softs::FCollectionPropertyMutableFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyMutableFacade) & Properties, const [FName](API\Runtime\Core\UObject\FName) & PropertyName, bool bIsAnimatable, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SimilarPropertyNames ) const


description: Override this to do additional node-specific evaluate on the cloth collection output. AddProperties has already been called when this is called.

code: virtual void EvaluateClothCollection ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection ) const


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


code: void RegisterCollectionConnections()


code: FChaosClothAssetSimulationBaseConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Base abstract class for all cloth asset config nodes. Inherited class must callRegisterCollectionConnections()in constructor to use this base class Collection.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract)) struct FChaosClothAssetSimulationBaseConfigNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: FChaosClothAssetSimulationCollisionConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Physics mesh collision properties configuration node.

bUseCCD

description: Use continuous collision detection (CCD) to prevent any missed collisions between fast moving particles and colliders.

CollisionThickness

description: The added thickness of collision shapes.

FrictionCoefficient

description: Friction coefficient for cloth - collider interaction.


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetSimulationDampingConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Damping properties configuration node.

DampingCoefficient

description: The amount of global damping applied to the cloth velocities, also known as point damping.

LocalDampingCoefficient

description: The amount of local damping applied to the cloth velocities.


code: FChaosClothAssetSimulationDefaultConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Add default simulation properties to the cloth collection in the format of the skeletal mesh cloth editor.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetSimulationDefaultConfigNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

SharedSimulationConfig

type: TObjectPtr<UCh...

description: Cloth Shared Simulation Properties.

SimulationConfig

description: Cloth Simulation Properties.


code: FChaosClothAssetSimulationGravityConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Gravity properties configuration node.

bUseGravityOverride

description: Use the config gravity value instead of world gravity.

GravityOverride

description: The gravitational acceleration vector [cm/s^2].

GravityScale

description: Scale factor applied to the world gravity and also to the clothing simulation interactor gravity.


code: FChaosClothAssetSimulationLongRangeAttachmentConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Long range attachment constraint property configuration node.

bUseGeodesicTethers

description: Use geodesic instead of euclidean distance calculations for the Long Range Attachment constraint, which is slower at setup but more accurate at establishing the correct position and length of the tethers, and therefore is less prone to artifacts during the simulation.

FixedEndWeightMap

description: The name of the weight map used to calculate fixed tether ends.

TetherScale

description: The limit scale of the long range attachment constraints (aka tether limit).

TetherStiffness

description: The tethers' stiffness of the long range attachment constraints.


code: FChaosClothAssetCopySimulationToRenderMeshNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Copy the simulation mesh to the render mesh to be able to render the simulation mesh, or when not using a different mesh for rendering.

bGenerateSingleRenderPattern

description: Generate a single render pattern rather than a render pattern per sim pattern.

Material

type: TObjectPtr< con...

description: New material for the render mesh.


code: FChaosClothAssetSimulationMassConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Mass properties configuration node.

Density

description: Density in kg/m^2.

MassMode

type: EClothMassMode

description: How cloth particle mass is determined

TotalMass

description: The value used when Mass Mode is set to TotalMass.

UniformMass

description: The value used when the Mass Mode is set to Uniform Mass.


code: FChaosClothAssetSimulationMaxDistanceConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Maximum distance constraint property configuration node.

MaxDistance

description: The maximum distance a simulated particle can reach from its animated skinned cloth mesh position.


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


description: Struct Support


code: FChaosClothAssetSimulationPBDAreaSpringConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Area spring constraint property configuration node.

AreaSpringStiffness

description: The stiffness of the surface area preservation constraints.


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


code: FChaosClothAssetSimulationPBDBendingElementConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Bending element constraint property configuration node.

BendingElementStiffness

description: The Stiffness of the bending elements constraints.

BucklingRatio

description: Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness.

BucklingStiffness

description: The stiffness after buckling.

FlatnessRatio

description: Calculate rest angles as a ratio between completely flat and whatever is the 3D rest angle.

RestAngle

description: Set rest angles to be the explicit value set here (in degrees).

RestAngleType

type: EChaosClothAsse...

description: Method for calculating the rest angles of the constraints.


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetSimulationPBDBendingSpringConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Bending spring constraint property configuration node.

BendingSpringStiffness

description: The Stiffness of cross segments and bending elements constraints Increase the solver iteration count for stiffer materials.


code: FChaosClothAssetSimulationPBDEdgeSpringConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Edge spring constraint property configuration node.

EdgeSpringStiffness

description: The Stiffness of segments constraints.


code: FChaosClothAssetSimulationPressureConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Pressure properties configuration node.

Pressure

description: Pressure force strength applied in the normal direction(use negative value to push toward backface) If a valid weight map is found with the given Weight Map name, then both Low and High values are interpolated with the per particle weight to make the final value used for the simulation.


code: FChaosClothAssetSimulationSelfCollisionConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Self-collision repulsion forces (point-face) properties configuration node.

bUseSelfIntersections

description: Enable self intersection resolution.

SelfCollisionFriction

description: Friction coefficient for cloth - cloth interaction.

SelfCollisionStiffness

description: The stiffness of the springs used to control self collision.

SelfCollisionThickness

description: The radius of the spheres used in self collision (i.e., offset per side. total thickness of cloth is 2x this value).


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FChaosClothAssetSimulationSolverConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Solver properties configuration node.

MaxNumIterations

description: The maximum number of solver iterations.

NumIterations

description: The number of time step dependent solver iterations.

NumSubsteps

description: The number of solver substeps.


code: FChaosClothAssetSimulationVelocityScaleConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Velocity scale properties configuration node.

AngularVelocityScale

description: The amount of angular velocities sent to the local cloth space from the reference bone (the closest bone to the root on which the cloth section has been skinned, or the root itself if the cloth isn't skinned).

FictitiousAngularScale

description: The portion of the angular velocity that is used to calculate the strength of all fictitious forces (e.g. centrifugal force).

LinearVelocityScale

description: The amount of linear velocities sent to the local cloth space from the reference bone (the closest bone to the root on which the cloth section has been skinned, or the root itself if the cloth isn't skinned).


code: FChaosClothAssetDatasmithImportNode()


code: FChaosClothAssetDatasmithImportNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetDatasmithImportNode

description: Import a file from a third party garment construction package compatible with the Datasmith scene format.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetDatasmithImportNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

ImportFile

type: FFilePath

description: Path of the file to import using any available Datasmith cloth translator.


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


code: FChaosClothAssetSimulationXPBDAnisoBendingConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: XPBD anisotropic bending constraint property configuration node.

XPBDAnisoBendingDamping

description: The damping of the bending constraints, relative to critical damping.

XPBDAnisoBendingStiffnessBias

description: The stiffness of the bending constraints in the bias (diagonal) direction.

XPBDAnisoBendingStiffnessWarp

description: The stiffness of the bending constraints in the warp (vertical) direction.

XPBDAnisoBendingStiffnessWeft

description: The stiffness of the bending constraints in the weft (horizontal) direction.

XPBDAnisoBucklingRatio

description: Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness.

XPBDAnisoBucklingStiffnessBias

description: The stiffness after buckling in the bias (diagonal) direction.

XPBDAnisoBucklingStiffnessWarp

description: The stiffness after buckling in the warp (vertical) direction.

XPBDAnisoBucklingStiffnessWeft

description: The stiffness after buckling in the weft (horizontal) direction.

XPBDAnisoFlatnessRatio

description: Calculate rest angles as a ratio between completely flat and whatever is the 3D rest angle.

XPBDAnisoRestAngle

description: Set rest angles to be the explicit value set here (in degrees).

XPBDAnisoRestAngleType

description: Method for calculating the rest angles of the constraints.


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetSimulationXPBDAnisoStretchConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: XPBD anisotropic stretch constraint property configuration node.

description: Whether to use the 3D draped space as rest lengths, or use the 2D pattern space instead.

XPBDAnisoStretchDamping

description: The damping of the stretch constraints, relative to critical damping.

XPBDAnisoStretchStiffnessBias

description: The stiffness of the stretch constraints in the bias (diagonal) direction.

XPBDAnisoStretchStiffnessWarp

description: The stiffness of the stretch constraints in the warp (vertical) direction.

XPBDAnisoStretchStiffnessWeft

description: The stiffness of the stretch constraints in the weft (horizontal) direction.

XPBDAnisoStretchWarpScale

description: The scale of the stretch constraints at rest in the warp (vertical) direction.

XPBDAnisoStretchWeftScale

description: The scale of the stretch constraints at rest in the weft (horizontal) direction.


description: Struct Support


code: FChaosClothAssetSimulationXPBDAreaSpringConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: XPBD area spring constraint property configuration node.

XPBDAreaSpringStiffness

description: The stiffness of the surface area preservation constraints.


code: FChaosClothAssetSimulationXPBDBendingElementConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: XPBD bending element constraint property configuration node.

XPBDBendingElementDamping

description: The damping of the bending element constraints, relative to critical damping.

XPBDBendingElementStiffness

description: The stiffness of the bending element constraints.

XPBDBucklingRatio

description: Once the element has bent such that it's folded more than this ratio from its rest angle ("buckled"), switch to using Buckling Stiffness instead of BendingElement Stiffness.

XPBDBucklingStiffness

description: The stiffness after buckling.


code: FChaosClothAssetSimulationXPBDBendingSpringConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: XPBD bending spring constraint property configuration node.

XPBDBendingSpringDamping

description: The damping of the bending cross segment constraints.

XPBDBendingSpringStiffness

description: The stiffness of the bending cross segment constraints.


code: FChaosClothAssetSimulationXPBDEdgeSpringConfigNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: XPBD edge spring constraint property configuration node.

XPBDEdgeSpringDamping

description: The damping of the edge segment constraints.

XPBDEdgeSpringStiffness

description: The stiffness of the edge segment constraints.


code: FChaosClothAssetSkeletalMeshImportNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetSkeletalMeshImportNode

description: Import a skeletal mesh asset into the cloth collection simulation and/or render mesh containers.

bImportRenderMesh

description: Whether to import the render mesh from the specified skeletal mesh.

bImportSimMesh

description: Whether to import the simulation mesh from the specified skeletal mesh.

LODIndex

description: The skeletal mesh LOD to import.

SectionIndex

description: The skeletal mesh LOD section to import.

SkeletalMesh

description: The skeletal mesh to import.

UVChannel

description: UV channel of the skeletal mesh to import the 2D simulation mesh patterns from.

UVScale

description: Apply this scale to the UVs when populating Sim Mesh positions.


code: FChaosClothAssetStaticMeshImportNode()


code: FChaosClothAssetStaticMeshImportNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetStaticMeshImportNode

description: Import a static mesh asset into the cloth collection simulation and/or render mesh containers.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetStaticMeshImportNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

bImportAsRenderMesh

description: Import static mesh data as render mesh data.

bImportAsSimMesh

description: Import static mesh data as a simulation mesh data.

LodIndex

description: Which static mesh Lod to import.

StaticMesh

description: The Static Mesh to import from

UVChannel

description: UV Channel used to populate Sim Mesh positions


description: Evaluation

code: virtual void Evaluate &40; Dataflow::FContext & Context, const FDataflowOutput &42; &41; const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


className: MaxLods

code: static constexpr int32 MaxLods = 6;


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetTerminalNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: FChaosClothAssetTerminalNode()


className: FChaosClothAssetTerminalNode

description: Cloth terminal node to generate a cloth asset from a cloth collection.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth, DataflowTerminal)) struct FChaosClothAssetTerminalNode : public [FDataflowTerminalNode](API\Runtime\DataflowCore\Dataflow\FDataflowTerminalNode)

description: LOD 0 input, right click on the node and add pins to add more LODs.

description: LOD 1 input, right click on the node and add pins to add more LODs.

description: LOD 2 input, right click on the node and add pins to add more LODs.

description: LOD 3 input, right click on the node and add pins to add more LODs.

description: LOD 4 input, right click on the node and add pins to add more LODs.

description: LOD 5 input, right click on the node and add pins to add more LODs.

NumLods

description: The number of LODs currently exposed to the node UI.


code: virtual GetCategory() const


code: virtual GetDisplayName() const


code: virtual GetTags() const


code: virtual GetType() const


code: virtual IsA() const


code: virtual NewStructOnScope()


description: Struct Support

code: virtual SerializeInternal()


code: static StaticCategory()


code: static StaticDisplay()


code: static StaticTags()


code: static StaticToolTip()


code: virtual TypedScriptStruct() const


code: static StaticType()


className: FChaosClothAssetTransferSkinWeightsNode

description: Transfer the skinning weights set on a skeletal mesh to the simulation and/or render mesh stored in the cloth collection.


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


className: FChaosClothAssetDeleteElementNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetDeleteElementNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

Elements

type: TArray< int32 >

description: List of Elements to apply the operation on. All Elements will be used if left empty.

ElementType

description: Element type to delete.


code: FChaosClothAssetDeleteElementNode()


code: FChaosClothAssetDeleteElementNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Evaluation

code: virtual Evaluate() const


code: virtual GetDisplayName() const


code: virtual GetCategory() const


code: virtual GetTags() const


code: virtual IsA() const


code: virtual GetType() const


code: virtual NewStructOnScope()


description: Struct Support

code: virtual SerializeInternal()


code: static StaticCategory()


code: static StaticDisplay()


code: static StaticTags()


code: static StaticToolTip()


code: static StaticType()


code: virtual TypedScriptStruct() const


code: FChaosClothAssetTransformUVsNode()


className: FChaosClothAssetTransformUVsNode


className: FChaosClothAssetWeightedValue

bIsAnimatable

description: Whether the property can ever be updated/animated in real time.

High

description: Property value corresponding to the upper bound of the Weight Map.

Low

description: Property value corresponding to the lower bound of the Weight Map.

WeightMap

description: The name of the weight map for this property.

description: The weight map override value for when the WeightMap has a connection that replaces the provided weight map value.


className: bIsAnimatable

code: static constexpr bool bIsAnimatable = false;


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetImportNode()


code: FChaosClothAssetImportNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetImportNode

description: Import an existing Cloth Asset into the graph.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetImportNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

ClothAsset

description: The Cloth Asset to import into a collection.

ImportLod

description: The LOD to import into the collection. Only one LOD can be imported at a time.


className: MaxInputs

code: static constexpr int32 MaxInputs = 6;


code: FChaosClothAssetMergeClothCollectionsNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Merge multiple cloth collections into a single cloth collection of multiple patterns.

Collection

description: Input 0, right click on the node and add pins to add more merge inputs.

description: Input 1, right click on the node and add pins to add more merge inputs.

description: Input 2, right click on the node and add pins to add more merge inputs.

description: Input 3, right click on the node and add pins to add more merge inputs.

description: Input 4, right click on the node and add pins to add more merge inputs.

description: Input 5, right click on the node and add pins to add more merge inputs.

NumInputs

description: The number of inputs currently exposed to the node UI.


code: FChaosClothAssetReverseNormalsNode()


code: FChaosClothAssetReverseNormalsNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetReverseNormalsNode

description: Reverse the geometry's normals or/and winding order of the simulation or/and render meshes stored in the cloth collection.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetReverseNormalsNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

bReverseRenderMeshNormals

description: Whether to reverse the render mesh normals.

bReverseRenderMeshWindingOrder

description: Whether to reverse the render mesh triangles' winding order.

bReverseSimMeshNormals

description: Whether to reverse the simulation mesh normals.

bReverseSimMeshWindingOrder

description: Whether to reverse the simulation mesh triangles' winding order.

RenderPatterns

description: List of render patterns to apply the operation on. All patterns will be used if left empty.

SimPatterns

description: List of sim patterns to apply the operation on. All patterns will be used if left empty.


code: FChaosClothAssetSelectionNode()


code: FChaosClothAssetSelectionNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FChaosClothAssetSelectionNode

description: Integer index set selection node

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowCloth)) struct FChaosClothAssetSelectionNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

Indices

type: TSet< int32 >

description: Selected element indices

Name

description: The name to give the selection attribute

Type

description: The type of element the selection refers to


code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategory() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetTags() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDisplayName() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetType() const


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

code: virtual void SerializeInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FChaosClothAssetSelectionToWeightMapNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Convert an integer index selection to a vertex weight map where different map values can be set for selected and unselected vertices.

SelectedValue

description: The value selected vertices receive.

SelectionName

description: The name of the selection to convert.

UnselectedValue

description: The value unselected vertices receive.

WeightMapName

description: The name of the weight map attribute that will be added to the collection


description: Modifies a string to make it suitable as an attribute name. Replaces any deemed special characters and spaces by underscores, and remove leading and ending underscores from the name. Note that leading underscores are reserved for non user/internal attribute names.

code: static void MakeWeightMapName ( [FString](API\Runtime\Core\Containers\FString) & InOutString )


className: NotOverridden

description: String code used to disable the override field in the UI. Uses a character that is removed from the names made by MakeWeightMapName to avoid conflicts.

code: static const [FString](API\Runtime\Core\Containers\FString) NotOverridden = TEXT("#");


className: FWeightMapTools

code: struct FWeightMapTools


className: WithPureVirtual

code: enum &123; WithPureVirtual = true &125;


code: template<> struct TStructOpsTypeTraits< FChaosClothAssetSimulationBaseConfigNode > : public [TStructOpsTypeTraitsBase2< FChaosClothAssetSimulationBaseConfigNode >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Mesh Sculpting Brush Types

module: ChaosClothAssetEditorTools

code: enum EClothEditorWeightMapPaintInteractionType { Brush, Fill, PolyLasso, Gradient, LastValue, }


className: EClothEditorWeightMapPaintBrushType

description: Mesh Sculpting Brush Types

code: enum EClothEditorWeightMapPaintBrushType { Paint, Smooth, Erase, LastValue, }


className: EClothEditorWeightMapPaintBrushAreaType

description: Mesh Sculpting Brush Area Types

code: enum EClothEditorWeightMapPaintBrushAreaType { Connected, Volumetric, }


description: Mesh Sculpting Brush Types

code: enum EClothEditorWeightMapPaintVisibilityType { None, Unoccluded, }


className: EClothEditorWeightMapPaintToolActions

code: enum EClothEditorWeightMapPaintToolActions { NoAction, FloodFillCurrent, ClearAll, }


description: Returns whether or not view can be set to wireframe when this tool is active..

code: virtual bool CanSetConstructionViewWireframeActive() const


className: IChaosClothAssetEditorToolBuilder

code: class IChaosClothAssetEditorToolBuilder


description: Returns all Construction View modes that this tool can operate in. The first element should be the preferred mode to switch to if necessary.

code: void GetSupportedViewModes ( [TArray](API\Runtime\Core\Containers\TArray)< [UE::Chaos::ClothAsset::EClothPatternVertexType](API\Plugins\ChaosClothAssetTools\ChaosClothAsset\UE__Chaos__Cloth-) > & Modes ) const


description: the underlying source ClothAsset asset for this Target

code: [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) * GetClothAsset() const


description:
IAssetBackedTarget.
the underlying source asset for this Target.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetSourceData() const


className: IClothAssetBackedTarget

code: class IClothAssetBackedTarget : public [IAssetBackedTarget](API\Runtime\InteractiveToolsFramework\TargetInterfaces\IAssetBackedTarget)


className: UChaosClothAssetEditorToolBuilder

code: class UChaosClothAssetEditorToolBuilder : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: UClothAssetBackedTarget

code: class UClothAssetBackedTarget : public [UAssetBackedTarget](API\Runtime\InteractiveToolsFramework\TargetInterfaces\UAssetBackedTarget)


code: virtual [UToolTarget](API\Runtime\InteractiveToolsFramework\ToolTargets\UToolTarget) * BuildTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject, const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & TargetTypeInfo )


code: virtual bool CanBuildTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject, const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & TargetTypeInfo ) const


description: IClothAssetBackedTarget.

code: virtual [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) * GetClothAsset() const


code: UChaosClothComponent * GetClothComponent() const


description: UToolTarget.

code: virtual bool IsValid() const


className: UClothComponentToolTarget

description: A tool target backed by a cloth component


code: const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > GetSelectedClothCollection() const


code: void Init ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SDataflowGraphEditor](API\Plugins\DataflowEditor\Dataflow\SDataflowGraphEditor) > DataflowGraphEditor, [UE::Chaos::ClothAsset::EClothPatternVertexType](API\Plugins\ChaosClothAssetTools\ChaosClothAsset\UE__Chaos__Cloth-) InConstructionViewMode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > SelectedClothCollection )


description: Get a single selected node of the specified type. Return nullptr if the specified node is not selected, or if multiple nodes are selected

code: template<typename NodeType> NodeType * GetSingleSelectedNodeOfType() const


className: UClothComponentToolTargetFactory

description: Factory forUClothComponentToolTargetto be used by the target manager.


code: void SetClothCollection ( [UE::Chaos::ClothAsset::EClothPatternVertexType](API\Plugins\ChaosClothAssetTools\ChaosClothAsset\UE__Chaos__Cloth-) ViewMode, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > ClothCollection )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Operations, Meta=(DisplayPriority=10)) void ClearAll()


className: UClothEditorContextObject

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UClothEditorContextObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Operations, Meta=(DisplayPriority=12)) void FloodFillCurrent()


code: void Initialize ( [UClothEditorWeightMapPaintTool](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\UClothEditorWeig-_1) * ParentToolIn )


code: void PostAction ( [EClothEditorWeightMapPaintToolActions](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\EClothEditorWeig-_4) Action )


ParentTool

type: TWeakObjectPtr<...


HideEditConditionToggle

description: Relative size of brush

SubToolType

type: EClothEditorWei...


className: UClothEditorUpdateWeightMapProperties


code: virtual void ApplyAction ( [EClothEditorWeightMapPaintToolActions](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\EClothEditorWeig-_4) ActionType )


code: void ApplyVisibilityFilter ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & VisibleVertices )


code: bool ApplyStamp()


code: void ApplyVisibilityFilter ( [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ROIBuffer, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutputBuffer )


code: void BeginChange()


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


code: void ClearAllWeightsAction()


description: Subclass can override this to change what results are written. Default is to apply a default vertex positions update to the target object.

code: virtual void CommitResult ( [UBaseDynamicMeshComponent](API\Runtime\GeometryFramework\Components\UBaseDynamicMeshComponent) * Component, bool bModifiedTopology )


code: void ComputeGradient()


description: Allow the Tool to do any custom screen space drawing

code: virtual void DrawHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


code: void EndChange()


description: hit triangle at ray position - subclass must implement this

code: virtual int32 FindHitSculptMeshTriangle ( const FRay3d & LocalRay )


code: void FloodFillCurrentWeightAction()


description: hit triangle at ray position - subclass should implement this for most brushes

code: virtual int32 FindHitTargetMeshTriangle ( const FRay3d & LocalRay )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FMeshSculptBrushOp](API\Plugins\MeshModelingToolsExp\Sculpting\FMeshSculptBrushOp) > & GetActiveBrushOp()


code: virtual [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * GetBaseMesh()


code: virtual const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * GetBaseMesh() const


code: int32 GetBrushNearestVertex() const


code: [FColor](API\Runtime\Core\Math\FColor) GetColorForWeightValue ( double WeightValue )


code: double GetCurrentWeightValue ( int32 VertexId ) const


code: void GetCurrentWeightMap ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutWeights ) const


code: bool GetInEraseStroke()


description: UMeshSculptToolBaseAPI.


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


code: bool HaveVisibilityFilter() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: We override these so we can update the separate BrushSize property added for this tool


code: bool IsInBrushSubMode() const


code: virtual void OnBeginStroke ( const FRay & WorldRay )


description: Realtime visualization

code: void OnDynamicMeshComponentChanged ( [UDynamicMeshComponent](API\Runtime\GeometryFramework\Components\UDynamicMeshComponent) * Component, const [FMeshVertexChange](API\Runtime\GeometryFramework\Changes\FMeshVertexChange) * Change, bool bRevert )


code: virtual void OnEndStroke()


code: void OnPolyLassoFinished ( const [FCameraPolyLasso](API\Plugins\ModelingComponents\Mechanics\FCameraPolyLasso) & Lasso, bool bCanceled )


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: void OnSelectionModified()


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: Update active hover sequence with new input position

code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Override this function to register the set of Actions this Tool supports, usingFInteractiveToolActionSet::RegisterAction. Note that for the actions to be triggered, you will also need to add corresponding registration per tool  see Engine\Plugins\Editor\ModelingToolsEditorMode\Source\ModelingToolsEditorMode\Public\ModelingToolsActions.h for examples

code: virtual void RegisterActions ( [FInteractiveToolActionSet](API\Runtime\InteractiveToolsFramework\FInteractiveToolActionSet) & ActionSet )


code: void PrecomputeFilterData()


description: Allow the Tool to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Action support

code: virtual void RequestAction ( [EClothEditorWeightMapPaintToolActions](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\EClothEditorWeig-_4) ActionType )


code: void SetClothEditorContextObject ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UClothEditorContextObject](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\UClothEditorContextObject) > InClothEditorContextObject )


description: Register InputBehaviors, etc

code: virtual void Setup()


code: void SetVerticesToWeightMap ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Vertices, double WeightValue, bool bIsErase )


code: virtual bool ShowWorkPlane() const


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


code: bool SyncMeshWithWeightBuffer ( [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * Mesh )


code: bool UpdateBrushPosition ( const FRay & WorldRay )


code: bool SyncWeightBufferWithMesh ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * Mesh )


code: void UpdateBrushType ( [EClothEditorWeightMapPaintBrushType](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\EClothEditorWeig-_1) BrushType )


code: virtual void UpdateMaterialMode ( [EMeshEditingMaterialModes](API\Plugins\MeshModelingTools\Properties\EMeshEditingMaterialModes) MaterialMode )


code: void UpdateROI ( const [FSculptBrushStamp](API\Plugins\MeshModelingToolsExp\Sculpting\FSculptBrushStamp) & CurrentStamp )


code: void UpdateSelectedNode()


description: When in a stroke, this function determines when a new stamp should be emitted, based on spacing and flow rate settings

code: virtual void UpdateStampPendingState()


code: bool UpdateStampPosition ( const FRay & WorldRay )


code: void UpdateSubToolType ( [EClothEditorWeightMapPaintInteractionType](API\Plugins\ChaosClothAssetEditorTools\ChaosClothAsset\EClothEditorWeig-) NewType )


code: void WaitForPendingUndoRedo()


className: UClothEditorWeightMapPaintTool

description: Mesh Element Paint Tool Class

ActionsProps

type: TObjectPtr<UCl...

bHaveDynamicMeshToWeightConversion

description: DynamicMesh might be unwelded mesh, but weights are on the welded mesh.

DynamicMeshComponent

type: TObjectPtr<UDy...

FilterProperties

description: Filters on paint brush

GradientSelectionRenderer

type: FToolDataVisual...

MeshElementsDisplay

type: TObjectPtr<UMe...

NormalsBuffer

type: TArray< int >

OnDynamicMeshComponentChangedHandle

type: FDelegateHandle

PolygonSelectionMechanic

type: TObjectPtr<UPo...

description: Gradient Support

PolyLassoMechanic

description: Marquee Support

PreviewMeshActor

type: TObjectPtr<AIn...

description: Internals

ROIWeightValueBuffer

type: TArray< double ...

TriangleROI

type: TSet< int >

TriNormals

type: TArray< FVector...

VisibilityFilterBuffer

type: TArray< bool >

WeightToDynamicMesh

type: TArray<TArray<...


className: UClothMeshSelectionToolBuilder


className: UClothEditorWeightMapPaintToolBuilder

description: Tool Builder


className: UClothMeshSelectionToolProperties

bShowEdges

type: bool

Name

type: FString


className: UClothMeshSelectionTool


className: UClothTransferSkinWeightsTool


className: UClothTransferSkinWeightsToolBuilder


className: UClothTransferSkinWeightsToolProperties

SourceMesh

type: TObjectPtr<USk...


className: EClothAssetAsyncProperties

module: ChaosClothAssetEngine

code: enum EClothAssetAsyncProperties { None = 0, RenderData = 1 << 0, ThumbnailInfo = 1 << 1, All = ((uint64) 0xffffffffffffffff), }


description: Custom serialize for MD5Hash.

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FChaosClothAssetLodTransitionDataCache

LODTransitionDownData

type: TArray<FMeshTo...

LODTransitionUpData

description: LOD Transition mesh to mesh skinning weights.

ModelHash

description: Hash of this model.


description: Generate tether data.

code: static void GenerateTethers ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection, const [FName](API\Runtime\Core\UObject\FName) & WeightMap, const bool bGeodesicTethers )


className: FClothEngineTools

description: Tools operating on cloth collections with Engine dependency

code: struct FClothEngineTools


description: Wait for the parallel task to complete if one was running, and update the simulation data.


code: void FillSimulationContext ( float DeltaTime, bool bIsInitialization, [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) * CacheData )


description: Return a map of all simulation data as used by the skeletal rendering code. The map key is the rendering section's cloth index as set inFSkelMeshRenderSection::CorrespondClothAssetIndex, which is 0 for the entire cloth component since all of its sections share the same simulation data.

code: const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) > & GetCurrentSimulationData_AnyThread() const


code: int32 GetNumCloths() const


code: int32 GetNumDynamicParticles() const


code: int32 GetNumKinematicParticles() const


code: int32 GetNumIterations() const


code: int32 GetNumSubsteps() const


code: float GetSimulationTime() const


code: const ::[Chaos::FClothVisualization](API\Plugins\ChaosCloth\ChaosCloth\FClothVisualization) * GetVisualization() const


code: void InitializeConfigs()


code: bool IsTeleported() const


code: [FClothSimulationProxy](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FClothSimulationProxy) & operator= ( const [FClothSimulationProxy](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FClothSimulationProxy) & )


code: [FClothSimulationProxy](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FClothSimulationProxy) & operator= ( [FClothSimulationProxy](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FClothSimulationProxy) && )


description: Start the simulation if it isn't paused or suspended and return true, or simply update the existing simulation data and return false otherwise.

code: bool Tick_GameThread ( float DeltaTime, [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) * CacheData )


code: void WriteSimulationData()


code: FClothSimulationProxy()


code: FClothSimulationProxy ( const UChaosClothComponent & InClothComponent )


code: FClothSimulationProxy ( [FClothSimulationProxy](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FClothSimulationProxy) && )


code: FClothSimulationProxy ( const [FClothSimulationProxy](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FClothSimulationProxy) & )


code: ~FClothSimulationProxy()


className: FClothSimulationProxy

description: Cloth simulation proxy. Class used to share data between the cloth simulation and the cloth component.

code: class FClothSimulationProxy


className: FeatureName

code: static const [FName](API\Runtime\Core\UObject\FName) FeatureName = TEXT("IClothAssetBuilderClassProvider");


className: IClothAssetBuilderClassProvider

description: A modular interface to provide ways to build a SkeletalMesh LODModel from a cloth asset. This cannot be done in a non Editor build due to the required dependencies, and instead is exposed as a modular feature in order to be called from the ClothAsset engine class.

code: class IClothAssetBuilderClassProvider : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


className: operator&=

code: [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) & operator&= ( [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) & Lhs, [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) Rhs )


className: operator~

code: constexpr [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) operator~ ( [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) E )


className: operator^=

code: [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) & operator^= ( [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) & Lhs, [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) Rhs )


className: operator!

code: constexpr bool operator! ( [EClothAssetAsyncProperties](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\EClothAssetAsyncProperties) E )


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FChaosClothAssetLodTransitionDataCache > : public [TStructOpsTypeTraitsBase2< FChaosClothAssetLodTransitionDataCache >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Set the skinning weights for all of the sim vertices to be bound to the root node of the reference skeleton.

code: void BindSimMeshToRootBone()


code: virtual [FString](API\Runtime\Core\Containers\FString) BuildDerivedDataKey ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Build this asset static render and simulation data. This needs to be done every time the asset has changed.

code: void Build ( [TArray](API\Runtime\Core\Containers\TArray)< [FChaosClothAssetLodTransitionDataCache](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\FChaosClothAsset-) > * InOutTransitionCache )


description: Copy the draped simulation mesh patterns into the render mesh data. This is useful to visualize the simulation mesh, or when the simulation mesh can be used for both simulation and rendering.

code: void CopySimMeshToRenderMesh ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

code: virtual [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocket ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description: Find a socket object and associated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also returns the socket transform and the bone index (if any)

code: virtual [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocketInfo ( [FName](API\Runtime\Core\UObject\FName) InSocketName, FTransform & OutTransform, int32 & OutBoneIndex, int32 & OutIndex ) const


description: Returns the "active" socket list - all sockets from this mesh plus all non-duplicates from the skeleton Const ref return value as this cannot be modified externally

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > GetActiveSocketList() const


code: virtual FBoxSphereBounds GetBounds() const


description: Return the enclosed Cloth Collection object.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > > & GetClothCollections()


description: Return the enclosed Cloth Collection object, const version.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > > & GetClothCollections() const


description: Return the cloth simulation ready LOD model data.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const FChaosClothSimulationModel > GetClothSimulationModel() const


description: Return the component orientation of a bone or socket.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual FMatrix GetComposedRefPoseMatrix ( [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


code: virtual FMatrix GetComposedRefPoseMatrix ( int32 InBoneIndex ) const


code: virtual [UMeshDeformer](API\Runtime\Engine\Animation\UMeshDeformer) * GetDefaultMeshDeformer() const


code: virtual int32 GetDefaultMinLod() const


code: virtual const [FPerPlatformBool](API\Runtime\Engine\FPerPlatformBool) & GetDisableBelowMinLodStripping() const


code: virtual bool GetEnableLODStreaming ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Return whether or not the mesh has vertex colors.

code: virtual bool GetHasVertexColors() const


description: Get the source mesh data.

code: virtual [FSkeletalMeshModel](API\Runtime\Engine\Rendering\FSkeletalMeshModel) * GetImportedModel() const


description: Return the LOD information for the specified LOD index.

code: virtual [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) * GetLODInfo ( int32 Index )


code: virtual const [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) * GetLODInfo ( int32 Index ) const


description: Return the whole array of LOD info.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) > & GetLODInfoArray()


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) > & GetLODInfoArray() const


code: virtual int32 GetLODNum() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & GetMaterials()


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & GetMaterials() const


code: virtual int32 GetMaxNumOptionalLODs ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: virtual int32 GetMaxNumStreamedLODs ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: virtual const [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) & GetMinLod() const


code: virtual int32 GetMinLodIdx ( bool bForceLowestLODIdx ) const


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetOverlayMaterial() const


code: virtual float GetOverlayMaterialMaxDrawDistance() const


code: virtual [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetPhysicsAsset() const


code: virtual int32 GetPlatformMinLODIdx ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Return the minimum ray tracing LOD of this mesh.

code: virtual int32 GetRayTracingMinLOD() const


description: Return the reference skeleton precomputed bases.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetRefBasesInvMatrix() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetRefBasesInvMatrix()


description: Return the reference skeleton.

code: virtual [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetRefSkeleton()


description: Return the reference skeleton.

code: virtual const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetRefSkeleton() const


description: Get the data to use for rendering.

code: virtual [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * GetResourceForRendering() const


description: Return the physics asset whose shapes will be used for shadowing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetShadowPhysicsAsset() const


code: virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton()


code: virtual const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


description: Return true if this asset was never build since its creation.

code: virtual bool IsInitialBuildDone() const


description:
Returns the UV channel data for a given material index. Used by the texture streamer. This data applies to all lod-section using the same material.
the data, or null if none exists.

code: virtual const [FMeshUVChannelInfo](API\Runtime\Engine\FMeshUVChannelInfo) * GetUVChannelData ( int32 MaterialIndex ) const


code: virtual bool IsMaterialUsed ( int32 MaterialIndex ) const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Return whether ray tracing is supported on this mesh.

code: virtual bool GetSupportRayTracing() const


description: Return true if given index's LOD is valid

code: virtual bool IsValidLODIndex ( int32 Index ) const


description: True if this mesh LOD needs to keep it's data on CPU.USkinnedAssetinterface.

code: virtual bool NeedCPUData ( int32 LODIndex ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the physics asset for this cloth.

code: void SetPhysicsAsset ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset )


description: Set the bone hierachy to use for this cloth.

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid SetReferenceSkeleton ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InReferenceSkeleton, bool bRebuildClothSimulationModel )


code: virtual void SetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


description: Set the skeleton asset and bone hierachy to use for this cloth.

code: void SetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, bool bRebuildModels )


description: Set the skeleton asset using the LOD0 skeleton specified in the cloth collection, or load a default skeleton if it is invalid.

code: void UpdateSkeletonFromCollection ( bool bRebuildModels )


code: UChaosClothAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UChaosClothAsset ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


code: virtual ~UChaosClothAsset()


className: UChaosClothAsset

description: Cloth asset for pattern based simulation.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, BlueprintType) class UChaosClothAsset : public [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset)

DataflowAsset

type: TObjectPtr<UDa...

description: Dataflow


description: Build aFSkeletalMeshLODModelout of the cloth asset for the specified LOD index.

code: virtual void BuildLod ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & LODModel, const [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) & ClothAsset, int32 LodIndex ) const


description: Helper functions used to retrieve LOD information without having to make public the FChaosClothSimulationModel class.

code: static int32 GetNumVertices ( const [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) & ClothAsset, int32 LodIndex )


code: static TConstArrayView< uint32 > GetSimIndices ( const [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) & ClothAsset, int32 LodIndex )


code: static TConstArrayView< FVector3f > GetSimPositions ( const [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) & ClothAsset, int32 LodIndex )


className: UClothAssetBuilder

description: Modular builder base class.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UClothAssetBuilder : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Support run-time toggling on supported platforms in non-shipping configurations.

code: namespace UE { namespace Chaos { namespace ClothAsset { static UE::Chaos::ClothAsset::bTransformClothSimulData_ISPC_Enabled = INTEL_ISPC && 1; } } }


module: ChaosClothAssetTools

code: void Convert ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > ClothCollection, int32 PatternIndex, [EClothPatternVertexType](API\Plugins\ChaosClothAssetTools\ChaosClothAsset\UE__Chaos__Cloth-) VertexDataType, [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & MeshOut, bool bDisableAttributes )


code: void Convert ( const [UChaosClothAsset](API\Plugins\ChaosClothAssetEngine\ChaosClothAsset\UChaosClothAsset) * ClothAssetMeshIn, int32 LODIndex, int32 PatternIndex, [EClothPatternVertexType](API\Plugins\ChaosClothAssetTools\ChaosClothAsset\UE__Chaos__Cloth-) VertexDataType, [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & MeshOut )


className: FClothPatternToDynamicMesh

description: Convert a single pattern from a ClothAsset to a FDynamicMesh3. When PatternIndex = INDEX_NONE, convert the entire cloth asset to an FDynamicMesh3. When VertexDataType =EClothPatternVertexType::Sim3D, this generates a welded mesh (with native welded indexing) when PatternIndex = INDEX_NONE, and an unwelded (with native 2D unwelded indexing) when PatternIndex is a valid SimPatternIndex.

code: class FClothPatternToDynamicMesh


className: Asset

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) Asset = FColor(180, 120, 110);


className: NodeBody

description: FColorStores a color with 8 bits of precision per channel. Note: Linear color values should always be converted to gamma space before stored in anFColor, as 8 bits of precision is not enough to store linear space colors! This can be done with FLinearColor::ToFColor(true)

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) NodeBody = FColor(18, 12, 11, 127);


className: NodeHeader

code: static const [FLinearColor](API\Runtime\Core\Math\FLinearColor) NodeHeader = FColor(180, 120, 110);


className: FColorScheme

code: struct FColorScheme


description: The cloth editor mode toolkit is responsible for the panel on the side in the cloth editor that shows mode and tool properties. Tool buttons would go inInit(). NOTE: the cloth editor has two separate viewports/worlds/modemanagers/toolscontexts, so we need to track which one is currently active.

code: namespace UE { namespace Chaos { namespace ClothAsset { enum EClothPatternVertexType { Sim2D = 0, Sim3D = 1, Render = 2, } } } }


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: ChaosClothEditor

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FChaosClothEditorModule

code: class FChaosClothEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Called from the editor when clothing is active to process any active debug drawing, recommended to use the show menu extension for controlling what data to draw

code: virtual void DebugDrawSimulation ( const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Called from the editor when clothing is active to process any active debug drawing of any text strings Recommended to use the show menu extension for controlling what data to draw

code: virtual void DebugDrawSimulationTexts ( const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView )


description: Called from the editor to add simulation specific entries to the "Show" menu on the Persona viewport.

code: virtual void ExtendViewportShowMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & InMenuBuilder, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > InPreviewScene )


code: FSimulationEditorExtender()


className: FSimulationEditorExtender

description: Chaos extension to the asset editor.

code: class FSimulationEditorExtender : public [ISimulationEditorExtender](API\Editor\ClothingSystemEditorInterface\ISimulationEditorExtender)


description: Called to identify the type of clothing simulation this editor extender can support. Should return a class derived fromUClothingSimulationFactory

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedSimulationFactoryClass()


className: MassAttribute

description: Mass Attribute FManagedArrayMass = this->FindAttribute("Mass",FGeometryCollection::VerticesGroup);

module: ChaosFlesh

code: static const [FName](API\Runtime\Core\UObject\FName) MassAttribute;


code: static void Init ( [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) * Collection, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & SurfaceElements, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & Elements, bool bReverseVertexOrder )


description: Create a GeometryCollection from Vertex and Indices arrays

code: static [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) * NewFleshCollection ( const [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & Base )


code: static [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) * NewFleshCollection ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & SurfaceElements, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & Elements, bool bReverseVertexOrder )


code: static [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) * NewFleshCollection ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & Elements, const bool bReverseVertexOrder, const bool KeepInteriorFaces, const bool InvertFaces )


code: [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) & operator= ( const [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) & )


code: [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) & operator= ( [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) && )


code: FFleshCollection ( [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) & )


className: FFleshCollection

description: FFleshCollection(FTetrehidralCollection)

code: class FFleshCollection : public [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection)

Mass

type: TManagedArray< ...


code: int32 AppendGeometry ( const [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & GeometryCollection, int32 MaterialIDOffset, bool ReindexAllMaterials, const FTransform & TransformRoot )


className: BindingsGroup

code: static const [FName](API\Runtime\Core\UObject\FName) BindingsGroup = "Bindings";


className: GuidAttribute

description: Guid Attribute

code: static const [FName](API\Runtime\Core\UObject\FName) GuidAttribute;


code: FFleshCollection ( [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) && )


className: IncidentElementsAttribute

description: Incident Elements Attribute For each vertex, a list of tetrahedra that includes that vertex.

code: static const [FName](API\Runtime\Core\UObject\FName) IncidentElementsAttribute;


code: static void Init ( [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) * Collection, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & SurfaceElements, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & Elements, bool bReverseVertexOrder )


className: IncidentElementsLocalIndexAttribute

description: Incident Elements Attribute For each incident element, the vertex's index in the tetrahedron.

code: static const [FName](API\Runtime\Core\UObject\FName) IncidentElementsLocalIndexAttribute;


description: BuildIncidentElements_ andIncidentElementsLocalIndex_. `GeometryIndex_ - ID of the geometry entry to restrict operation to; -1 does all.

code: void InitIncidentElements ( const int32 GeometryIndex )


code: [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & operator= ( const [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & )


code: static [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) * NewTetrahedralCollection ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & SurfaceElements, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & Elements, bool bReverseVertexOrder )


code: [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & operator= ( [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) && )


description: Reorders elements in a group. NewOrder must be the same length as the group.

code: virtual void ReorderElements ( [FName](API\Runtime\Core\UObject\FName) Group, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NewOrder )


code: void ReorderTetrahedralElements ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NewOrder )


description: SetDefaults for new entries on this collection.

code: virtual void SetDefaults ( [FName](API\Runtime\Core\UObject\FName) Group, uint32 StartSize, uint32 NumElements )


className: TetrahedralGroup

description: Attribute Groups

code: static const [FName](API\Runtime\Core\UObject\FName) TetrahedralGroup = "Tetrahedral";