code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void AddEventHandler ( [FNiagaraEventHandlerAddAction](API\Plugins\CascadeToNiagaraConverter\FNiagaraEventHandlerAddAction) EventScriptPropertiesBP )


module: CascadeToNiagaraConverter

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void AddModuleEventScript ( [FString](API\Runtime\Core\Containers\FString) ScriptNameString, [UNiagaraScriptConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContext) * ScriptConversionContext, [FNiagaraEventHandlerAddAction](API\Plugins\CascadeToNiagaraConverter\FNiagaraEventHandlerAddAction) EventScriptProps )


description: Add a renderer to this emitter conversion context through renderer properties.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void AddRenderer ( [FString](API\Runtime\Core\Containers\FString) RendererNameString, [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * NewRendererProperties )


description: Apply all pending UNiagaraScriptConversionContexts andUNiagaraRendererPropertiesto this UNiagaraEmitterContext by creating clipboard inputs and pasting them onto the emitter conversion context's Emitter.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") [UNiagaraScriptConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContext) * FindModuleScript ( [FString](API\Runtime\Core\Containers\FString) ScriptNameString )


description: Find a module script conversion context or add a module script conversion context to this emitter conversion context for an event category. If a script conversion context is not found by name string then a new one is created and initialized from the NiagaraScriptAssetData.


description: Find or add a script conversion context to this emitter conversion context. If a script conversion context is not found by name string then a new one is created and initialized from the NiagaraScriptAssetData.


description: Find an added renderer properties by name string.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * FindRenderer ( [FString](API\Runtime\Core\Containers\FString) RendererNameString )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") bool GetEnabled() const


description: Init the Emitter Conversion Context.

code: void Init ( [FVersionedNiagaraEmitter](API\Plugins\Niagara\FVersionedNiagaraEmitter) InEmitter, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNiagaraEmitterHandleViewModel](API\Plugins\NiagaraEditor\ViewModels\FNiagaraEmitterHandleViewModel) > & InEmitterHandleViewModel )


code: void InternalFinalizeEvents ( [UNiagaraSystemConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraSystemConversionContext) * OwningSystemConversionContext )


description: Log a message to the niagara message log for the emitter.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void Log ( [FString](API\Runtime\Core\Containers\FString) Message, [ENiagaraMessageSeverity](API\Plugins\NiagaraEditor\ENiagaraMessageSeverity) Severity, bool bIsVerbose )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void RemoveModuleScriptsForAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > ScriptsToRemove )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void SetLocalSpace ( bool bLocalSpace )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void SetEnabled ( bool bInEnabled )


description: Add a set parameter module to the emitter handled by this emitter conversion context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void SetParameterDirectly ( [FString](API\Runtime\Core\Containers\FString) ParameterNameString, [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * ParameterInput, [EScriptExecutionCategory](API\Plugins\CascadeToNiagaraConverter\EScriptExecutionCategory) SetParameterExecutionCategory )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void SetRendererBinding ( [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties) * InRendererProperties, [FName](API\Runtime\Core\UObject\FName) BindingName, [FName](API\Runtime\Core\UObject\FName) VariableToBindName, [ENiagaraRendererSourceDataMode](API\Plugins\Niagara\ENiagaraRendererSourceDataMode) SourceDataMode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void SetSimTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) InTarget )


code: UNiagaraEmitterConversionContext()


className: UNiagaraEmitterConversionContext

description: Wrapper for modifying aUNiagaraEmitterby adding Scripts and Renderers through UNiagaraScriptConversionContexts andUNiagaraRendererProperties, respectively.

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< const [UNiagaraClipboardFunctionInput](API\Plugins\NiagaraEditor\UNiagaraClipboardFunctionInput) * > & GetClipboardFunctionInputs()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") bool GetModuleEnabled() const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetScriptVersionGuid()


description: Init the Niagara Script Conversion Context with the assetdata to aUNiagaraScript.

code: void Init ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InNiagaraScriptAssetData, [TOptional](API\Runtime\Core\IO\TOptional)< [FNiagaraScriptVersion](API\Plugins\CascadeToNiagaraConverter\FNiagaraScriptVersion) > InNiagaraScriptVersion )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGenericConverterMessage](API\Plugins\CascadeToNiagaraConverter\FGenericConverterMessage) > & GetStackMessages() const


description: Log a message to the stack and the niagara message log for the module associated with this script.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void SetModuleEnabled ( bool bInModuleEnabled )


description:
Set a parameter on the Script this Script Conversion Context holds.
Whether setting the parameter was successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") bool SetParameter ( [FString](API\Runtime\Core\Containers\FString) ParameterName, [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * ParameterInput, bool bInHasEditCondition, bool bInEditConditionValue )


code: UNiagaraScriptConversionContext()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void Init ( [UNiagaraClipboardFunctionInput](API\Plugins\NiagaraEditor\UNiagaraClipboardFunctionInput) * InClipboardFunctionInput, const [ENiagaraScriptInputType](API\Plugins\CascadeToNiagaraConverter\ENiagaraScriptInputType) InInputType, const [FNiagaraTypeDefinition](API\Plugins\Niagara\FNiagaraTypeDefinition) & InTypeDefinition )


code: UNiagaraScriptConversionContextInput()


className: UNiagaraScriptConversionContextInput

description: Wrapper for setting the value on a parameter of aUNiagaraScript, applied through aUNiagaraScriptConversionContext.

ClipboardFunctionInput

type: TObjectPtr<UNi...

InputType

type: ENiagaraScriptI...

StackMessages

type: TArray<FGeneri...

TypeDefinition

type: FNiagaraTypeDef...


description: Add an empty emitter to the system and return an emitter conversion context.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") [UNiagaraEmitterConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraEmitterConversionContext) * AddEmptyEmitter ( [FString](API\Runtime\Core\Containers\FString) NewEmitterNameString )


description: Apply all pending UNiagaraScriptConversionContexts andUNiagaraRendererPropertiesto the owned UNiagaraEmitterContexts by creating clipboard inputs and pasting them onto the emitter conversion context's Emitter. Afterwards compile the system so the changes take effect.


className: UNiagaraScriptConversionContext

description: Wrapper for programmatically adding scripts to aUNiagaraEmitterthrough aUNiagaraEmitterConversionContext.

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


code: [UNiagaraEmitterConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraEmitterConversionContext) *const * FindEmitterConversionContextByName ( const [FName](API\Runtime\Core\UObject\FName) & EmitterName )


description: Init the System Conversion Context.

code: void Init ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * InSystem, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNiagaraSystemViewModel](API\Plugins\NiagaraEditor\ViewModels\FNiagaraSystemViewModel) > & InSystemViewModel )


code: UNiagaraSystemConversionContext()


className: UNiagaraSystemConversionContext

description: Wrapper for modifying aUNiagaraSystemby adding Emitters through UNiagaraEmitterConversionContexts.

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


module: ChangelistReview

code: const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetIconClass()


code: bool IsDataValidForEntry() const


className: FChangelistFileData

code: struct FChangelistFileData

AssetDepotPath

type: FString

ChangelistState

type: EChangelistStat...

FileSourceControlAction

type: ESourceControlA...

PreviousFileTempPath

description: Path where the temporary asset was downloaded to

ReviewFileDateTime

type: FDateTime


code: FChangelistLightInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & Number )


code: FChangelistLightInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & Number, const [FText](API\Runtime\Core\Internationalization\FText) & Author, const [FText](API\Runtime\Core\Internationalization\FText) & Description )


className: FChangelistLightInfo

code: struct FChangelistLightInfo

Author

type: FText


code: bool CanShowReviewTab() const


code: static [FChangelistReviewModule](API\Plugins\ChangelistReview\FChangelistReviewModule) & Get()


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.

code: virtual void ShutdownModule()


description: Opens review tool and loads the provided change list.true_ if changelist review tool was opened and change list is put to be loaded,false_ otherwise.

code: bool OpenChangelistReview ( const [FString](API\Runtime\Core\Containers\FString) & Changelist )


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

code: virtual void StartupModule()


className: FChangelistReviewModule

code: class FChangelistReviewModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl)


code: namespace SourceControlReview { enum EChangelistState { Submitted, Pending, } }


code: namespace SourceControlReview { enum ESourceControlAction { Add, Edit, Delete, Branch, Integrate, Unset, ActionCount, } }


description: Constructs the widget

code: void Construct ( const [FArguments](API\Plugins\ChangelistReview\SSourceControlReview\FArguments) & InArgs )


code: void EditComment ( [FReviewComment](API\Editor\Kismet\FReviewComment) & Comment )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SSourceControlReview >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Returns an array of review comments that are

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FReviewComment](API\Editor\Kismet\FReviewComment) > * GetReviewCommentsForFile ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


code: bool IsFileInReview ( const [FString](API\Runtime\Core\Containers\FString) & File ) const


description: Pulls up changelist record from source control

code: void LoadChangelist ( const [FString](API\Runtime\Core\Containers\FString) & Changelist )


description: Open changelist for review together with filling in the UI as if it was loaded for review by user.true_ if changelist was open for review and is loaded,false_ otherwise.

code: bool OpenChangelist ( const [FString](API\Runtime\Core\Containers\FString) & Changelist )


code: void UpdateReviewComments()


code: void PostComment ( [FReviewComment](API\Editor\Kismet\FReviewComment) & Comment )


code: virtual ~SSourceControlReview()


className: SSourceControlReview

description: Used to select a changelist and diff it's changes

code: class SSourceControlReview : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


module: ChaosCaching

code: [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) & AddNewObservedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Initialize the cache adapters before playing/recording the cache.

code: void BeginEvaluate()


description: AActorinterface

code: virtual void BeginPlay()


description: Returns true if this cache manager is allowed to record caches.

code: bool CanRecord() const


code: void ClearObservedComponents()


description: Enable playback for a specific component using its index in the list of observed component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void EnablePlayback ( int32 Index, bool bEnable )


description: Enable playback for a specific component using its cache name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void EnablePlaybackByCache ( [FName](API\Runtime\Core\UObject\FName) InCacheName, bool bEnable )


description: Clean the cache adapters after playing/recording the cache.

code: void EndEvaluate()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) * FindObservedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


code: [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) & FindOrAddObservedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Accessor to the manager observed components (read/write)

code: [TArray](API\Runtime\Core\Containers\TArray)< [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) > & GetObservedComponents()


description: Accessor to the manager observed components (read only)

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) > & GetObservedComponents() const


description: Handles physics thread pre-buffer (mark dirty kinematic particles)

code: void HandlePreBuffer ( [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InDt, [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents) * InSolver )


description: EndAActorinterface Handles physics thread pre-solve (push kinematic data for components under playback)

code: void HandlePreSolve ( [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InDt, [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents) * InSolver )


description: Handles solver teardown due to solver destruction / stream-out

code: void HandleTeardown ( [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents) * InSolver )


description: Evaluates and sets state for all observed components at the specified time.

code: void OnStartFrameChanged ( [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InT )


description: Resets all components back to the world space transform they had when the cache for them was originally recorded if one is available


description: Resets the component at the specified index in the observed list back to the world space transform it had when the cache for it was originally recorded if one is available

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void ResetSingleTransform ( int32 InIndex )


description: Set the component at the specified index in the observed array to be the selected component in the outliner. This will also make that component's owner the selected actor in the outliner.

code: void SelectComponent ( int32 InIndex )


description: EndAActorinterfaceUObjectinterface

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


description: Change the cache collection for this player if the cache is playing or recording this will have no effect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void SetCacheCollection ( [UChaosCacheCollection](API\Plugins\ChaosCaching\Chaos\UChaosCacheCollection) * InCacheCollection )


description: EndUObjectinterface Expose StartTime property to Sequencer. GetStartTime will be called on keys.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor) void SetStartTime ( float InStartTime )


description: AActorinterface

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


description: Triggers a component to play or record. If the cache manager has an observed component entry for InComponent and it is a triggered entry this will begin the playback or record for that component, otherwise no action is taken.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void TriggerComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Triggers the recording or playback of all observed components

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void TriggerAll()


description: Triggers a component to play or record. Searches the observed component list for an entry matching InCacheName and triggers the playback or recording of the linked observed component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Caching") void TriggerComponentByCache ( [FName](API\Runtime\Core\UObject\FName) InCacheName )


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


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

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


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


className: AChaosCacheManager

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, MinimalAPI) class AChaosCacheManager : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bCanRecord

type: bool

description: Determines if the actor is allowed to record a cache.

bIsSimulating

description: True if observed components are actively simulating, dynamically or kinematically.

CacheCollection

type: TObjectPtr<UCh...

description: The Cache Collection asset to use for this observer.

CacheMode

type: ECacheMode

description: How to use the cache - playback or record

StartMode

type: EStartMode

description: How to trigger the cache record or playback, timed will start counting at BeginPlay, Triggered will begin counting from when the owning cache manager is requested to trigger the cache action

StartTime

type: float

description: Defines the (random access) time that represents the rest pose of the components managed by this cache.


className: AChaosCachePlayer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, MinimalAPI) class AChaosCachePlayer : public [AChaosCacheManager](API\Plugins\ChaosCaching\Chaos\AChaosCacheManager)


code: static [FComponentCacheAdapter](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter) * GetBestAdapterForClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) > InComponentClass, bool bAllowDerived )


className: FAdapterUtil

code: struct FAdapterUtil


code: FBreakingEvent ( int32 InIndex, const [Chaos::FBreakingData](API\Runtime\Chaos\Chaos\FBreakingData) & InData, const FTransform & WorldToComponent )


className: FBreakingEvent

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FBreakingEvent : public [FCacheEventBase](API\Plugins\ChaosCaching\Chaos\FCacheEventBase)

AngularVelocity

type: FVector


className: FCachedEventData

code: struct FCachedEventData

ProxyBreakingDataIndices

type: constTArray< i...


code: FCollisionEvent ( const [Chaos::FCollidingData](API\Runtime\Chaos\Chaos\FCollidingData) & InData, const FTransform & WorldToComponent )


className: FCollisionEvent

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCollisionEvent : public [FCacheEventBase](API\Plugins\ChaosCaching\Chaos\FCacheEventBase)


description: Called to retrieve the base events solver for a specific component. If the component is requiring it the solver could be rebuilt.

code: virtual [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents) * BuildEventsSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


className: EngineAdapterPriorityBegin

code: static const uint8 EngineAdapterPriorityBegin;


className: FeatureName

description: Registration name for modular features module

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


description: Called to retrieve the rigid solver for a specific component if it exists. Required until a more generic method of solver binding for components is devised. #BGTODO Remove when multiple solver concept moved into primitive component

code: [Chaos::FPhysicsSolver](API\Runtime\Chaos\Chaos\FPhysicsSolver) * GetComponentSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


description: Note: All classes returned from this MUST haveUPrimitiveComponentin their hierarchy as that is the base physically-capable component

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDesiredClass() const


description: This must return a stable GUID that uniquely identifies any derived classes. This GUID is embedded into any cache that an adapter writes to so it can be matched up on replay. Changing the GUID returned will permanently invalidate any caches that were recorded with this adapter and they will no longer be able to playback


description: Users implementing adapters intended to override all engine functionality should return priorities above UserAdapterPriorityBegin to ensure they will always be selected above engine adapters.

code: uint8 GetPriority() const


description: Called from the game thread to perform any global setup that the adapter may need to perform.

code: virtual void Initialize()


description: Called from the game thread to initialize a component and cache ready to playback a cache

code: bool InitializeForPlayback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, float InTime )


description: Called from the game thread to initialize a component and cache ready to record a cache

code: bool InitializeForRecord ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache )


description: Called by a cache observer when a component should be recorded to a cache through this adapter. The time provided is the absolute time from the beginning of the cache recording that the adapter is expected to record to. Almost always recording should be done from Record_PostSolve

code: void Record_PostSolve ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComp, const FTransform & InRootTransform, [FPendingFrameWrite](API\Plugins\ChaosCaching\Chaos\FPendingFrameWrite) & OutFrame, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime ) const


description: Called by a cache observer actor when a cache needs to be applied to a component through this adapter. The time provided is the absolute time from the beginning of the cache playback that the adapter is expected to apply to the supplied component. Note this is called on the physics thread.

code: void Playback_PreSolve ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime, [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & TickRecord, [TArray](API\Runtime\Core\Containers\TArray)< [TPBDRigidParticleHandle](API\Runtime\Chaos\Chaos\TPBDRigidParticleHandle)< [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > * > & OutUpdatedRigids ) const


description: Called from the game thread to set rest state from an evaluated time in the cache.

code: void SetRestState ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, const FTransform & InRootTransform, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime ) const


description:
If the adapter can only handle one specific type then only usingSupportType::DirectandSupportType::Nonewill make sure it only receives calls from the cache if exactly that component class is selected
the type of support this adapter can give for the specified class

code: [SupportType](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter\SupportType) SupportsComponentClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InComponentClass ) const


className: SupportType

code: enum SupportType { None, Direct, Derived, }


description: Determines whether a cache is able to safely playback on a component. After the GUID for an adapter is validated this check will be called from the game thread to ensure an adapter is able to safely play back for the provided component.

code: bool ValidForPlayback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache ) const


description: Stall on any solver tasks that could broadcast events via the EventsSolver. Called from game thread. This is necessary so that the cache manager can teardown and setup new event handling.

code: virtual void WaitForSolverTasks ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


className: UserAdapterPriorityBegin

code: static const uint8 UserAdapterPriorityBegin;


code: virtual ~FComponentCacheAdapter()


className: FComponentCacheAdapter

description: This base interface should not be used to implement those adapters however but the derived classes FCacheRecordAdapter and FCachePlaybackAdapter (declared below) should instead be used.

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


code: FEnableStateEvent ( int32 InIndex, bool bInEnable )


className: FEnableStateEvent

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FEnableStateEvent : public [FCacheEventBase](API\Plugins\ChaosCaching\Chaos\FCacheEventBase)


code: virtual [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents) * BuildEventsSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


code: virtual [Chaos::FPhysicsSolver](API\Runtime\Chaos\Chaos\FPhysicsSolver) * GetComponentSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


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


code: virtual uint8 GetPriority() const


code: void HandleBreakingEvents ( const [Chaos::FBreakingEventData](API\Runtime\Chaos\FBreakingEventData) & Event )


code: void HandleCollisionEvents ( const [Chaos::FCollisionEventData](API\Runtime\Chaos\FCollisionEventData) & Event )


code: void HandleTrailingEvents ( const [Chaos::FTrailingEventData](API\Runtime\Chaos\FTrailingEventData) & Event )


code: virtual bool InitializeForPlayback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, float InTime )


code: virtual bool InitializeForRecord ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache )


code: virtual void Playback_PreSolve ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime, [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & TickRecord, [TArray](API\Runtime\Core\Containers\TArray)< [TPBDRigidParticleHandle](API\Runtime\Chaos\Chaos\TPBDRigidParticleHandle)< [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > * > & OutUpdatedRigids ) const


code: virtual void Record_PostSolve ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComp, const FTransform & InRootTransform, [FPendingFrameWrite](API\Plugins\ChaosCaching\Chaos\FPendingFrameWrite) & OutFrame, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime ) const


code: virtual void SetRestState ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, const FTransform & InRootTransform, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime ) const


code: virtual [SupportType](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter\SupportType) SupportsComponentClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InComponentClass ) const


code: virtual bool ValidForPlayback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache ) const


className: FGeometryCollectionCacheAdapter

code: class FGeometryCollectionCacheAdapter : public [Chaos::FComponentCacheAdapter](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter)


code: virtual ~FStaticMeshCacheAdapter()


className: FStaticMeshCacheAdapter

code: class FStaticMeshCacheAdapter : public [Chaos::FComponentCacheAdapter](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter)


code: FTrailingEvent ( int32 InIndex, const [Chaos::FTrailingData](API\Runtime\Chaos\Chaos\FTrailingData) & InData, const FTransform & WorldToComponent )


className: FTrailingEvent

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTrailingEvent : public [FCacheEventBase](API\Plugins\ChaosCaching\Chaos\FCacheEventBase)


code: ~TAutoRegisterCacheAdapter()


className: TAutoRegisterCacheAdapter

description: Helper to handle automatic global registration for adapter types - with type checking for valid adapter types

code: template<typename AdapterType> struct TAutoRegisterCacheAdapter


className: ECacheMode

code: enum ECacheMode { None, Play, Record, }


className: EStartMode

code: enum EStartMode { Timed, Triggered, }


code: FCacheEvaluationContext ( [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & InRecord )


className: FCacheEvaluationContext

code: struct FCacheEvaluationContext

EvaluationIndices

type: TArray< int32 >

TickRecord

type: FPlaybackTickRe...


className: FCacheEvaluationResult

code: struct FCacheEvaluationResult

Channels

type: TMap<FName,TA...

Curves

type: TArray<TMap<F...

NamedTransforms

type: TMap<FName, FT...

Transform

type: TArray< FTransf...


className: FCacheEventBase

description: Base type for all events, ALL events must derive from this so we have a fallback for serialization when we can't find the actual event struct.


description: Because the memory management for this track is manual, Destroy all will destroy the stored structs correctly

code: void DestroyAll()


code: template<typename T> T &42; Get&40;&41; const


code: template<typename T> T * GetEvent ( int32 Index )


description: Get a handle to an event that can easily resolve the inner event type without knowing the track

code: [FHandle](API\Plugins\ChaosCaching\Chaos\FCacheEventTrack\FHandle) GetEventHandle ( int32 Index )


code: template<typename T> [TArray](API\Runtime\Core\Containers\TArray)< T * > GetEvents ( float T0, float T1, int32 * OptOutBeginIndex )


description: The transient version changes whenever the size of the event array changes and invalidates all old event handles

code: int32 GetTransientVersion() const


description: Merge the events from another track, leaving the other empty. The other track must be of the same event type

code: void Merge ( [FCacheEventTrack](API\Plugins\ChaosCaching\Chaos\FCacheEventTrack) && Other )


description: Pushes an event to the track, this will perform a copy of the event and store it inside the track

code: template<typename T> void PushEvent ( float TimeStamp, const T & InEvent )


description: Custom serialize handles generic event serialization

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


code: FCacheEventTrack ( [FName](API\Runtime\Core\UObject\FName) InName, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct )


className: FCacheEventTrack

EventData

type: TArray< uint8 &...

Name

type: FName

Struct

type: TObjectPtr<USc...

description: Type of the event stored in this track.

TimeStamps

type: TArray< float >


className: FCacheSpawnableTemplate

ComponentTransform

type: FTransform

DuplicatedTemplate

type: TObjectPtr<UOb...


description: Allow moving, invalidating the old token.

code: FCacheUserToken ( [FCacheUserToken](API\Plugins\ChaosCaching\Chaos\FCacheUserToken) && Other )


code: FCacheUserToken &40; const FCacheUserToken & &41;


code: FCacheUserToken &40; bool bInOpen, bool bInRecord, UChaosCache &42; InOwner &41;


className: FCacheUserToken

code: struct FCacheUserToken


className: FCompressedRichCurves

CompressedRichCurves

type: TArray<FCompre...


description: Deprecated* Use GetComponent(OwningActor) instead.


code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetComponent() const


description: Gets the component from the internal component ref

code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor )


code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor ) const


description: Check if the Observed component is enabled for a specific cache mode

code: bool IsEnabled ( [ECacheMode](API\Plugins\ChaosCaching\Chaos\ECacheMode) CacheMode ) const


code: [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) & operator= ( const [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) & OtherComponent )


description: Post serialize function to transfer datas from the deprecatedTObjectPtr->TSoftObjectPtr

code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Prepare runtime tick data for a new run

code: void ResetRuntimeData ( const [EStartMode](API\Plugins\ChaosCaching\Chaos\EStartMode) ManagerStartMode )


code: FObservedComponent ( const [FObservedComponent](API\Plugins\ChaosCaching\Chaos\FObservedComponent) & OtherComponent )


description: Evaluates the transform track at the specified time, returning the evaluated transform. When in between keys translations will be linearly interpolated and rotations spherically interpolated

code: FTransform Evaluate ( float InCacheTime, const FTransform * MassToLocal ) const


className: FObservedComponent

bHasNotifyBreaks

type: bool

description: Capture the state of bNotifyBreaks of the component before cache manager takes control.

bIsSimulating

description: Capture of the initial state of the component before cache manager takes control.

bPlaybackEnabled

description: Whether this component is enabled for playback, this allow a cache to hold many component but only replay some of them.

CacheName

description: Unique name for the cache, used as a key into the cache collection

SoftComponentRef

type: FSoftComponentR...

description: The component observed by this object for either playback or recording


code: const float GetDuration() const


code: const float GetBeginTime() const


description: Evaluate the acche at a sepcific index this assumes that index is within the range of valid keys

code: FTransform EvaluateAt ( int32 Index ) const


code: const float GetEndTime() const


code: const int32 GetNumKeys() const


description:
Find the index the key where timestamp is directly above InCacheTime returned value is garanteed to be within the range of keys if there's any in the case there's no key in the track, 0 is returned
Valid key index

code: int32 GetUpperBoundEvaluationIndex ( float InCacheTime ) const


className: FParticleTransformTrack

bDeactivateOnEnd

description: If this flag is set true, the particle represented by this track deactives on the final keyframe.

BeginOffset

type: float

description: The offset from the beginning of the cache that holds this track that the track starts

KeyTimestamps

description: The above raw track is just the key data and doesn't know at which time those keys are placed, this is a list of the timestamps for each entry in TransformTrack

RawTransformTrack

type: FRawAnimSequenc...

description: List of all the transforms this cache cares about, recorded from the simulated transforms of the particles observed by the adapter that created the cache


code: template<typename T> [FCacheEventTrack](API\Plugins\ChaosCaching\Chaos\FCacheEventTrack) & FindOrAddEventTrack ( [FName](API\Runtime\Core\UObject\FName) InName )


code: template<typename T> void PushEvent ( [FName](API\Runtime\Core\UObject\FName) InName, float InTime, const T & InEventStruct )


className: FPendingFrameWrite

code: struct FPendingFrameWrite

PendingChannelsIndices

type: TArray< int32 >

PendingCurveData

type: TArray< TPair< ...

PendingEvents

type: TMap<FName,FC...

PendingParticleData

type: TArray<FPendin...


className: FPendingParticleWrite

code: struct FPendingParticleWrite


className: FPerParticleCacheData

CurveData

type: TMap<FName,FR...

description: Named curve data.

TransformData

type: FParticleTransf...


className: FPerSolverData

code: struct FPerSolverData

PendingKinematicUpdates

description: List of particles in the solver that are pending a kinematic update to be pushed back to their owner

PlaybackIndices

description: List of indices for components tagged for playback - avoids iterating non playback components

PlaybackTickRecords

type: TArray<FPlayba...

description: List of the tick records for each playback index, tracks where the last tick was

PostSolveHandle

type: FDelegateHandle

PreSolveHandle

description: Handles to solver events to push/pull cache data

RecordIndices

description: List of indices for components tagged for record - avoids iterating non record components


code: const FTransform & GetSpaceTransform() const


code: void SetLastTime ( float InTime )


code: void SetSpaceTransform ( const FTransform & InTransform )


className: FPlaybackTickRecord

code: struct FPlaybackTickRecord


className: FRichCurves

RichCurves

type: TArray<FRichCu...


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IChaosCachingPlugin](API\Plugins\ChaosCaching\Chaos\IChaosCachingPlugin) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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.

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: IChaosCachingPlugin

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


description: Static method to create the object spawner

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMovieSceneObjectSpawner](API\Runtime\MovieScene\IMovieSceneObjectSpawner) > CreateObjectSpawner()


description: Destroy a specific previously spawned object

code: virtual void DestroySpawnedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


description:
Returns the type of object we can spawn
the class of the object we support for spawning

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


description: Spawner priority in order to sort the list of the spawners. If several spawners match the template type, the one with the highest priority will be picked.

code: virtual int32 GetSpawnerPriority() const


description: true if this spawner is used in the editor, or false if it is purely runtime. We use this to prioritize the use of editor spawners when in editor

code: virtual bool IsEditor() const


description:
Spawn an object for the specified GUID, from the specified sequence instance.
the spawned object, or nullptr on failure

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


className: FChaosCacheObjectSpawner

description: Chaos cache Manager spawner to create a new cache manager from the spawnable template

code: class FChaosCacheObjectSpawner : public [FLevelSequenceActorSpawner](API\Runtime\LevelSequence\FLevelSequenceActorSpawner)


description: Gets the animation sequence length, not modified by play rate

code: virtual float GetSequenceLength() const


code: FMovieSceneChaosCacheParams()


code: virtual ~FMovieSceneChaosCacheParams()


className: FMovieSceneChaosCacheParams

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMovieSceneChaosCacheParams : public [FMovieSceneBaseCacheParams](API\Runtime\MovieSceneTracks\Sections\FMovieSceneBaseCacheParams)

CacheCollection

type: TObjectPtr< cla...

description: The animation this section plays


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


description: Adds a new animation to this track

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * AddNewAnimation ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) KeyTime, class [AChaosCacheManager](API\Plugins\ChaosCaching\Chaos\AChaosCacheManager) * ChaosCache )


className: UMovieSceneChaosCacheSection

description: Movie scene section that control ChaosCache playback

Params

type: FMovieSceneChao...


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description: Gets the animation sections at a certain time

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > GetAnimSectionsAtTime ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time )


description:
Create a movie scene eval template for the specified section
A template, or null

code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultDisplayName() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


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


className: UMovieSceneChaosCacheTrack

description: Handles animation of ChaosCache


className: WithSerializer

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


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


description: Adds a new frame to process to a threadsafe queue for later processing in FlushPendingFrames

code: void AddFrame_Concurrent ( [FPendingFrameWrite](API\Plugins\ChaosCaching\Chaos\FPendingFrameWrite) && InFrame )


description: Initialise the cache for playback, may not take any actual action on the cache but will provide the caller with a valid cache user token if it is safe to continue with playback


description: Reset and initialize a cache to make it ready to record the specified component

code: [FCacheUserToken](API\Plugins\ChaosCaching\Chaos\FCacheUserToken) BeginRecord ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [FGuid](API\Runtime\Core\Misc\FGuid) InAdapterId, const FTransform & SpaceTransform )


description: Initializes the spawnable template from a currently existing component so it can be spawned by the editor when a cache is dragged into the scene.

code: void BuildSpawnableFromComponent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, const FTransform & SpaceTransform )


code: void CompressChannelsData ( float ErrorThreshold, float SampleRate )


className: CurrentVersion

description: Version 0 : Pre versioning. Version 1 : Introduction of actor space transforms & removal of baked MassTOLocal transform in GeometryCollections.

code: static constexpr int32 CurrentVersion = 1;


description: End a playback session for the cache. There can be multiple playback sessions open for a cache as long as there isn't a recording session. Calling EndPlayback with a valid open token will decrease the session count.

code: void EndPlayback ( [FCacheUserToken](API\Plugins\ChaosCaching\Chaos\FCacheUserToken) & InOutToken )


description: End the recording session for the cache. At this point the cache is deemed to now contain all of the required data from the recording session and can then be post-processed and optimized which may involve key elimination and compression into a final format for runtime

code: void EndRecord ( [FCacheUserToken](API\Plugins\ChaosCaching\Chaos\FCacheUserToken) & InOutToken )


description: FCacheEvaluationContext

code: [FCacheEvaluationResult](API\Plugins\ChaosCaching\Chaos\FCacheEvaluationResult) Evaluate ( const [FCacheEvaluationContext](API\Plugins\ChaosCaching\Chaos\FCacheEvaluationContext) & InContext, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > * MassToLocalTransforms )


code: void EvaluateCurves ( const [FPerParticleCacheData](API\Plugins\ChaosCaching\Chaos\FPerParticleCacheData) & InData, float InTime, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > & OutCurves )


code: void EvaluateEvents ( [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & InTickRecord, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [FCacheEventHandle](API\Plugins\ChaosCaching\Chaos\FCacheEventHandle) >> & OutEvents )


description: Evaluates a single particle from the tracks array

code: void EvaluateSingle ( int32 InIndex, [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & InTickRecord, const FTransform * MassToLocal, FTransform * OutOptTransform, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > * OutOptCurves )


code: void EvaluateTransform ( const [FPerParticleCacheData](API\Plugins\ChaosCaching\Chaos\FPerParticleCacheData) & InData, float InTime, const FTransform * MassToLocal, FTransform & OutTransform )


code: template<typename T> [FCacheEventTrack](API\Plugins\ChaosCaching\Chaos\FCacheEventTrack) & FindOrAddEventTrack ( [FName](API\Runtime\Core\UObject\FName) InName )


description: As we record post-simulate of physics, we're almost always taking data from a non-main thread (physics thread). Because of this we can't directly write into the cache, but instead into a pending frame queue that needs to be flushed on the main thread to write the pending data into the final storage.

code: void FlushPendingFrames()


className: FNamedTransformTrack

description: Per component/cache transform data.


description: Gets the recorded duration of the cache

code: float GetDuration() const


description: Read access to the spawnable template stored in the cache

code: const [FCacheSpawnableTemplate](API\Plugins\ChaosCaching\Chaos\FCacheSpawnableTemplate) & GetSpawnableTemplate() 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: 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 )


className: UChaosCache

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

ChannelCurveToParticle

description: Map a curve index in the cache to the original particle index specified when recording

ChannelsTracks

description: Per-particle data, continuous per-frame data

CurveData

description: Per component/cache curve data, any continuous data that isn't per-particle can be stored here

NamedTransformTracks

type: TMap<FName,FP...

ParticleTracks

type: TArray<FPerPar...

description: Per-particle data, includes transforms, velocities and other per-particle, per-frame data

TrackToParticle

description: Maps a track index in the cache to the original particle index specified when recording


code: [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * FindCache ( const [FName](API\Runtime\Core\UObject\FName) & CacheName ) const


code: [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * FindOrAddCache ( const [FName](API\Runtime\Core\UObject\FName) & CacheName )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * > & GetCaches() const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Return the max duration of all the caches stored in the collection

code: float GetMaxDuration() const


className: UChaosCacheCollection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental, BlueprintType, MinimalAPI) class UChaosCacheCollection : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Caches

type: TArray<TObject...


module: ChaosCachingEditor

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDescription ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Generates a menubuilder for the specified objects.

code: virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, class [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: Returns the name of this type

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Get the supported class of this type.

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


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


code: class FAssetTypeActions_ChaosCacheCollection : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FCacheCollectionDetails

code: class FCacheCollectionDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


className: FCacheManagerDetails

code: class FCacheManagerDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: virtual ~FCachingEditorCommands()


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: FCachingEditorCommands()


className: FCachingEditorCommands

code: class FCachingEditorCommands : public [TCommands< FCachingEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

CreateCacheManager

type: TSharedPtr<FUI...


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


className: FObservedComponentDetails

code: class FObservedComponentDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IChaosCachingEditorPlugin](API\Plugins\ChaosCachingEditor\Chaos\IChaosCachingEditorPlugin) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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.

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: IChaosCachingEditorPlugin

description: The public interface to this module

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


className: UActorFactoryCacheManager

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UActorFactoryCacheManager : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


description: UFactoryInterface

code: virtual bool CanCreateNew() const


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


code: UCacheCollectionFactory()


className: UCacheCollectionFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCacheCollectionFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Dilation starts with a drag operation

code: virtual void BeginDilateSection()


description: Resize the section

code: virtual void BeginResizeSection()


description: Slips the section by a specific factor

code: virtual void BeginSlipSection()


description: New Range that's set as we Dilate

code: virtual void DilateSection ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & NewRange, float DilationFactor )


description: The height of the section

code: virtual float GetSectionHeight() const


description: The MovieSceneSection data being visualized

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetSectionObject()


description: The display name of the section in the section view

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionTitle() const


description:
Called when the section should be painted
The new LayerId

code: virtual int32 OnPaintSection ( [FSequencerSectionPainter](API\Editor\Sequencer\FSequencerSectionPainter) & InPainter ) const


code: virtual void ResizeSection ( ESequencerSectionResizeMode ResizeMode, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) ResizeTime )


code: virtual void SlipSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) SlipTime )


description: Constructor.

code: FChaosCacheSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Virtual destructor.

code: virtual ~FChaosCacheSection()


className: FChaosCacheSection

description: Chaos cache sequencer section

code: class FChaosCacheSection : public [ISequencerSection](API\Editor\Sequencer\ISequencerSection), public [TSharedFromThis< FChaosCacheSection >](API\Runtime\Core\Templates\TSharedFromThis)


description: Builds up the object binding track menu for the outliner.

code: virtual void BuildObjectBindingTrackMenu ( class [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ObjectBindings, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass )


description:
Creates an instance of this class. Called by a sequencer
The new instance of this class

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > OwningSequencer )


description:
Builds an edit widget for the outliner nodes which represent tracks which are edited by this editor.
The the widget to display in the outliner, or an empty shared ptr if not widget is to be displayed.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildOutlinerEditWidget ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBinding, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track, const [FBuildEditWidgetParams](API\Editor\Sequencer\FBuildEditWidgetParams) & Params )


description: Gets an icon brush for this track editor

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconBrush() const


description: Called to generate a section layout for a particular section.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerSection](API\Editor\Sequencer\ISequencerSection) > MakeSectionInterface ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & SectionObject, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) & Track, [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding )


description:
Returns whether a sequence is supported by this tool.
true if the type is supported.

code: virtual bool SupportsSequence ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence ) const


description:
Returns whether a track class is supported by this tool.
true if the type is supported.

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > TrackClass ) const


description: Constructor

code: FChaosCacheTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Virtual destructor.

code: virtual ~FChaosCacheTrackEditor()


className: FChaosCacheTrackEditor

description: Editor for chaos Cache tracks

code: class FChaosCacheTrackEditor : public [FMovieSceneTrackEditor](API\Editor\Sequencer\FMovieSceneTrackEditor)


description:
Check whether an object can be recorded by this section recorder. If so then the actor recorder will call CreateTrackRecorder() to acquire a new instance to use in recording. This should only be implemented for recorders that record something about the Object that isn't tracked via a specific property. It is unlikely (but possible) that a factory should return true for both CanRecordObject and CanRecordProperty.
true if the object can be recorded by this recorder

code: virtual bool CanRecordObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord ) const


description:
Check whether or not the specific property on the given object can be recorded. If so, then the actor recorder will call CreateTrackRecorderForProperty to create a new instance to use for recording. This should only be implemented for recorders that record the specific property on the object and claim ownership over recording that property.
True if the specific object can be recorded

code: virtual bool CanRecordProperty ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyToRecord ) const


description:
Create a track recorder for this factory. Only called if CanRecordObject returns true. Should not return nullptr if CanRecordObject returned true.
A new property recorder instance.

code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForObject() const


description:
Get the human readable display name for the recorder. Used for debugging purposes to help identify which factory is recording a given property.
Display name for use in the UI for debugging purposes.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description:
Create a track recorder for this factory. Only called if CanRecordProperty returns true. Should not return nullptr if CanRecordProperty returned true.
A new property recorder instance.

code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FName](API\Runtime\Core\UObject\FName) & InPropertyToRecord ) const


code: virtual void CreateTrackImpl()


code: virtual void FinalizeTrackImpl()


description: Returns the chaos cache track on which the cache manager will be recorded


code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetMovieSceneSection() const


description:
Load the recorded file and create a section
Returns true if it was loaded and a section was created, false otherwise.

code: virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: virtual void RecordSampleImpl ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentFrameTime )


code: virtual void SetSectionStartTimecodeImpl ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame )


code: virtual void StopRecordingImpl()


className: UMovieSceneChaosCacheTrackRecorder

description: Track recorder implementation for the chaos cache


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

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


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: Supports recording into subscenes

code: virtual bool SupportsSubscenes() const


className: UTakeRecorderChaosCacheSource

description: A recording source selector for the chaos integration into take recorder

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Category="Chaos", Meta=(TakeRecorderDisplayName="Chaos Recorder")) class UTakeRecorderChaosCacheSource : public [UTakeRecorderSource](API\Plugins\TakesCore\UTakeRecorderSource)

ChaosCacheManager

type: TSoftObjectPtr<...

description: Chaos Cache manager to be used as take recorder source


code: UTakeRecorderChaosCacheSource ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


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

module: ChaosCloth

code: static bChaos_GetSimData_ISPC_Enabled = INTEL_ISPC && 1;


code: static bChaos_CalculateBounds_ISPC_Enabled = INTEL_ISPC && 1;


code: static bChaos_PreSubstepInterpolation_ISPC_Enabled = INTEL_ISPC && 1;


code: static bChaos_PreSimulationTransforms_ISPC_Enabled = INTEL_ISPC && 1;


code: static bChaos_SkinPhysicsMesh_ISPC_Enabled = INTEL_ISPC && 1;


code: namespace Chaos { Chaos::FClothingSimulationMesh ( const FClothingSimulationMesh & ) }


code: namespace Chaos { Chaos::FClothingSimulationMesh ( FClothingSimulationMesh && ) }


description: Deprecated* Use theFClothingSimulationSkeletalMeshconstructor instead.

code: namespace Chaos { Chaos::FClothingSimulationMesh ( const [UClothingAssetCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon) * InAsset, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent ) }


description: Deprecated* Use theFClothingSimulationSkeletalMesh::GetAsset()instead.

code: namespace Chaos { virtual const [UClothingAssetCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon) * Chaos::GetAsset() const }


code: namespace Chaos { virtual TConstArrayView< [FClothVertBoneData](API\Runtime\ClothingSystemRuntimeInterface\FClothVertBoneData) > Chaos::GetBoneData ( int32 LODIndex ) const }


code: namespace Chaos { virtual TConstArrayView< int32 > Chaos::GetBoneMap() const }


code: namespace Chaos { virtual const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Chaos::GetBoneTransforms() const }


code: namespace Chaos { virtual const FTransform & Chaos::GetComponentToWorldTransform() const }


code: namespace Chaos { const [FClothingSimulationContextCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationContextCommon) * Chaos::GetContext() const }


code: namespace Chaos { const [FString](API\Runtime\Core\Containers\FString) & Chaos::GetDebugName() const }


code: namespace Chaos { virtual TConstArrayView< uint32 > Chaos::GetIndices ( int32 LODIndex ) const }


code: namespace Chaos { virtual int32 Chaos::GetLODIndex() const }


code: namespace Chaos { virtual TConstArrayView< FVector3f > Chaos::GetNormals ( int32 LODIndex ) const }


code: namespace Chaos { virtual int32 Chaos::GetNumLODs() const }


code: namespace Chaos { virtual int32 Chaos::GetNumPatternPoints ( int32 LODIndex ) const }


code: namespace Chaos { virtual int32 Chaos::GetNumPoints ( int32 LODIndex ) const }


code: namespace Chaos { virtual int32 Chaos::GetOwnerLODIndex ( int32 LODIndex ) const }


code: namespace Chaos { virtual TConstArrayView< uint32 > Chaos::GetPatternIndices ( int32 LODIndex ) const }


code: namespace Chaos { virtual TConstArrayView< FVector2f > Chaos::GetPatternPositions ( int32 LODIndex ) const }


code: namespace Chaos { virtual TConstArrayView< uint32 > Chaos::GetPatternToWeldedIndices ( int32 LODIndex ) const }


code: namespace Chaos { virtual TConstArrayView< FVector3f > Chaos::GetPositions ( int32 LODIndex ) const }


code: namespace Chaos { virtual int32 Chaos::GetReferenceBoneIndex() const }


code: namespace Chaos { virtual FTransform Chaos::GetReferenceBoneTransform() const }


code: namespace Chaos { virtual const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & Chaos::GetRefToLocalMatrices() const }


description: Return this mesh uniform scale as the maximum of the three axis scale value.

code: namespace Chaos { virtual [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) Chaos::GetScale() const }


description: Deprecated* Use theFClothingSimulationSkeletalMesh::GetSkeletalMeshComponent()instead.

code: namespace Chaos { virtual const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Chaos::GetSkeletalMeshComponent() const }


code: namespace Chaos { virtual [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< int32, int32, float > > > Chaos::GetTethers ( int32 LODIndex, bool bUseGeodesicTethers ) const }


code: namespace Chaos { virtual TConstArrayView< [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) > Chaos::GetTransitionDownSkinData ( int32 LODIndex ) const }


code: namespace Chaos { virtual TConstArrayView< [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) > Chaos::GetTransitionUpSkinData ( int32 LODIndex ) const }


code: namespace Chaos { virtual [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int32 > Chaos::GetWeightMapIndices() const }


code: namespace Chaos { [FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) & Chaos::operator= ( const [FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) & ) }


code: namespace Chaos { virtual [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > > Chaos::GetWeightMaps ( int32 LODIndex ) const }


code: namespace Chaos { virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > Chaos::GetWeightMapNames() const }


code: namespace Chaos { virtual bool Chaos::IsValidLODIndex ( int32 LODIndex ) const }


code: namespace Chaos { [FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) & Chaos::operator= ( [FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) && ) }


code: namespace Chaos { void Chaos::SkinPhysicsMesh ( int32 LODIndex, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & LocalSpaceLocation, [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * OutPositions, [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * OutNormals ) const }


description: Update the mesh for the next solver step, doing skinning and matching the shapes during LOD changes.

code: namespace Chaos { void Chaos::Update ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, int32 PrevLODIndex, int32 LODIndex, int32 PrevOffset, int32 Offset ) }


description: Deform the specified positions and transfer velocities to match the dynamics of the previous LOD.

code: namespace Chaos { bool Chaos::WrapDeformLOD ( int32 PrevLODIndex, int32 LODIndex, const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * Normals, const [Softs::FPAndInvM](API\Runtime\Chaos\Chaos\FPAndInvM) * PositionAndInvMs, const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * Velocities, [Softs::FPAndInvM](API\Runtime\Chaos\Chaos\FPAndInvM) * OutPositionAndInvMs0, [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * OutPositions1, [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * OutVelocities ) const }


description: Deform the specified positions to match the shape of the previous LOD.

code: namespace Chaos { bool Chaos::WrapDeformLOD ( int32 PrevLODIndex, int32 LODIndex, const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * Normals, const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * Positions, [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * OutPositions ) const }


code: namespace Chaos { virtual Chaos::~FClothingSimulationMesh() }


className: EChaosClothTetherMode

description: Long range attachment options. Deprecated.

code: enum EChaosClothTetherMode { FastTetherFastLength, AccurateTetherFastLength, AccurateTetherAccurateLength, MaxChaosClothTetherMode, }


className: FChaosClothingInteractorCommand

code: typedef TBaseDelegate_OneParam< void, [Chaos::FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * > FChaosClothingInteractorCommand


code: typedef TBaseDelegate_TwoParams< void, [Chaos::FClothingSimulation](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulation) *, [FClothingSimulationContextCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationContextCommon) * > FChaosClothingSimulationInteractorCommand


className: FChaosClothingInteractorConfigCommand

description: Command signature for handling synced command buffer.

code: typedef TBaseDelegate_TwoParams< void, [Chaos::FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) *, int32 > FChaosClothingInteractorConfigCommand


className: FChaosClothWeightedValue

High

type: float

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

Low

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


description: Deprecated* UseAddRules()with WeightMaps and optional PatternData instead.

code: void AddRules ( const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & ConfigProperties, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriangleMesh, const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >> & WeightMapArray, const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< int32, int32, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >>> & Tethers, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale, bool bEnabled )


code: void AddRules ( const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & ConfigProperties, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriangleMesh, const [FClothingPatternData](API\Plugins\ChaosCloth\ChaosCloth\FClothingPatternData) * PatternData, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >> & WeightMaps, const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< int32, int32, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >>> & Tethers, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale, bool bEnabled )


description: Deprecated* CreateRules will soon be made private, useAddRules()instead.

code: void CreateRules()


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDAnimDriveConstraint](API\Runtime\Chaos\Chaos\FPBDAnimDriveConstraint) > & GetAnimDriveConstraints() const


description: Deprecated* UseGetAreaSpringConstraints()instead.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDAxialSpringConstraints](API\Runtime\Chaos\Chaos\FPBDAxialSpringConstraints) > & GetAreaConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDAreaSpringConstraints](API\Runtime\Chaos\Chaos\FPBDAreaSpringConstraints) > & GetAreaSpringConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDSphericalBackstopConstraint](API\Runtime\Chaos\Chaos\FPBDSphericalBackstopConstraint) > & GetBackstopConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDBendingConstraints](API\Runtime\Chaos\Chaos\FPBDBendingConstraints) > & GetBendingElementConstraints() const


description: Deprecated* UseGetBendingSpringConstraints()instead.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDSpringConstraints](API\Runtime\Chaos\Chaos\FPBDSpringConstraints) > & GetBendingConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDBendingSpringConstraints](API\Runtime\Chaos\Chaos\FPBDBendingSpringConstraints) > & GetBendingSpringConstraints() const


description: Deprecated* UseGetEdgeSpringConstraints()instead.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDSpringConstraints](API\Runtime\Chaos\Chaos\FPBDSpringConstraints) > & GetEdgeConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDEdgeSpringConstraints](API\Runtime\Chaos\Chaos\FPBDEdgeSpringConstraints) > & GetEdgeSpringConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDLongRangeConstraints](API\Runtime\Chaos\Chaos\FPBDLongRangeConstraints) > & GetLongRangeConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDSphericalConstraint](API\Runtime\Chaos\Chaos\FPBDSphericalConstraint) > & GetMaximumDistanceConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDCollisionSpringConstraints](API\Runtime\Chaos\Chaos\FPBDCollisionSpringConstraints) > & GetSelfCollisionConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDTriangleMeshCollisions](API\Runtime\Chaos\Chaos\FPBDTriangleMeshCollisions) > & GetSelfCollisionInit() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDTriangleMeshIntersections](API\Runtime\Chaos\Chaos\FPBDTriangleMeshIntersections) > & GetSelfIntersectionConstraints() const


description: Deprecated* ThinShellVolume constraints are no longer supported.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDSpringConstraints](API\Runtime\Chaos\Chaos\FPBDSpringConstraints) > & GetThinShellVolumeConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDShapeConstraints](API\Runtime\Chaos\Chaos\FPBDShapeConstraints) > & GetShapeConstraints() const


description: Deprecated* Volume constraints are no longer supported.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FPBDVolumeConstraint](API\Runtime\Chaos\Chaos\FPBDVolumeConstraint) > & GetVolumeConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDAnisotropicBendingConstraints](API\Runtime\Chaos\Chaos\FXPBDAnisotropicBendingConstrain-) > & GetXAnisoBendingElementConstraints() const


description: Deprecated* UseGetXAreaSpringConstraints()instead.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDAxialSpringConstraints](API\Runtime\Chaos\Chaos\FXPBDAxialSpringConstraints) > & GetXAreaConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDAreaSpringConstraints](API\Runtime\Chaos\Chaos\FXPBDAreaSpringConstraints) > & GetXAreaSpringConstraints() const


description: Deprecated* UseGetXBendingSpringConstraints()instead.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDSpringConstraints](API\Runtime\Chaos\Chaos\FXPBDSpringConstraints) > & GetXBendingConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDBendingConstraints](API\Runtime\Chaos\Chaos\FXPBDBendingConstraints) > & GetXBendingElementConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDBendingSpringConstraints](API\Runtime\Chaos\Chaos\FXPBDBendingSpringConstraints) > & GetXBendingSpringConstraints() const


description: Deprecated* UseGetXEdgeSpringConstraints()instead.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDSpringConstraints](API\Runtime\Chaos\Chaos\FXPBDSpringConstraints) > & GetXEdgeConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDEdgeSpringConstraints](API\Runtime\Chaos\Chaos\FXPBDEdgeSpringConstraints) > & GetXEdgeSpringConstraints() const


description: Deprecated* LongRange XPBDConstraints are no longer supported.

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDLongRangeConstraints](API\Runtime\Chaos\Chaos\FXPBDLongRangeConstraints) > & GetXLongRangeConstraints() const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Softs::FXPBDStretchBiasElementConstraints](API\Runtime\Chaos\Chaos\FXPBDStretchBiasElementConstrain-) > & GetXStretchBiasConstraints() const


description: Deprecated* Use the other Initialize supplying AnimationVelocities for correct AnimDrive behavior

code: void Initialize ( [Softs::FPBDEvolution](API\Runtime\Chaos\Chaos\FPBDEvolution) * InEvolution, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & InAnimationPositions, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & InOldAnimationPositions, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & InAnimationNormals, int32 InParticleOffset, int32 InNumParticles )


code: void Initialize ( [Softs::FPBDEvolution](API\Runtime\Chaos\Chaos\FPBDEvolution) * InEvolution, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & InInterpolatedAnimationPositions, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > &, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & InInterpolatedAnimationNormals, const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & InAnimationVelocities, int32 InParticleOffset, int32 InNumParticles )


description: Deprecated* UseAddRules()instead.

code: void SetAnimDriveConstraints ( const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & AnimDriveStiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & AnimDriveDampingMultipliers )


description: Deprecated* UseUpdate()instead.

code: void SetAnimDriveProperties ( const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & AnimDriveStiffness, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & AnimDriveDamping )


description: Deprecated* UseAddRules()instead.

code: void SetAreaConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< int32 >> & SurfaceElements, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & StiffnessMultipliers, bool bUseXPBDConstraints )


description: Deprecated* UseUpdate()instead.

code: void SetAreaProperties ( const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & AreaStiffness )


description: Deprecated* UseAddRules()instead.

code: void SetBackstopConstraints ( const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & BackstopDistances, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & BackstopRadiuses, bool bUseLegacyBackstop )


description: Deprecated* UseUpdate()instead.

code: void SetBackstopProperties ( bool bEnabled, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) BackstopDistancesMultiplier )


description: Deprecated* UseSetBendingConstraints(TArray>&& BendingElements, const TConstArrayView& StiffnessMultipliers, const TConstArrayView& BucklingStiffnessMultipliers, bool bUseXPBDConstraints)instead.

code: void SetBendingConstraints ( [TArray](API\Runtime\Core\Containers\TArray)< [TVec4](API\Runtime\ChaosCore\Chaos\TVec4)< int32 >> && BendingElements, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) BendingStiffness )


description: Deprecated* UseAddRules()instead.

code: void SetBendingConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< int32 >> & Edges, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & StiffnessMultipliers, bool bUseXPBDConstraints )


description: Deprecated* UseAddRules()instead.

code: void SetBendingConstraints ( [TArray](API\Runtime\Core\Containers\TArray)< [TVec4](API\Runtime\ChaosCore\Chaos\TVec4)< int32 >> && BendingElements, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & StiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & BucklingStiffnessMultipliers, bool bUseXPBDConstraints )


description: Deprecated* UseUpdate()instead.

code: void SetBendingProperties ( const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & BendingStiffness, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) BucklingRatio, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & BucklingStiffness, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & DampingRatio )


description: Deprecated* UseAddRules()instead.

code: void SetEdgeConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< int32 >> & SurfaceElements, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & StiffnessMultipliers, bool bUseXPBDConstraints )


description: Deprecated* UseUpdate()instead.

code: void SetEdgeProperties ( const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & EdgeStiffness, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & DampingRatio )


description: Deprecated* UseUpdate()instead.

code: void SetLongRangeAttachmentProperties ( const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & TetherStiffness, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & TetherScale, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale )


description: Deprecated* UseAddRules()instead.

code: void SetLongRangeConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< int32, int32, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >>> & Tethers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & TetherStiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & TetherScaleMultipliers, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & TetherScale, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale )


description: Deprecated* LongRange XPBDConstraints are not supported.

code: void SetLongRangeConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< int32, int32, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >>> & Tethers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & TetherStiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & TetherScaleMultipliers, const [Softs::FSolverVec2](API\Runtime\Chaos\Chaos\FSolverVec2) & TetherScale, bool bUseXPBDConstraints, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale )


description: Deprecated* UseAddRules()instead.

code: void SetMaximumDistanceConstraints ( const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & MaxDistances )


description: Deprecated* UseUpdate()instead.

code: void SetMaximumDistanceProperties ( [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MaxDistancesMultiplier )


description: Deprecated* UseAddRules()instead.

code: void SetSelfCollisionConstraints ( const class [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriangleMesh, [TSet](API\Runtime\Core\Containers\TSet)< [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< int32 >> && DisabledCollisionElements, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) SelfCollisionThickness, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) SelfCollisionFriction, bool bGlobalIntersectionAnalysis, bool bContourMinimization )


description: Deprecated* UseAddRules()instead.

code: void SetShapeTargetConstraints ( [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) ShapeTargetStiffness )


description: Deprecated* UseUpdate()instead.

code: void SetThinShellVolumeProperties ( [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) VolumeStiffness )


description: Deprecated* UseAddRules()instead.

code: void SetVolumeConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< int32 >> & DoubleBendingEdges, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) VolumeStiffness )


description: Deprecated* UseAddRules()instead.

code: void SetVolumeConstraints ( [TArray](API\Runtime\Core\Containers\TArray)< [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< int32 >> && SurfaceElements, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) VolumeStiffness )


description: Deprecated* UseUpdate()instead.

code: void SetVolumeProperties ( [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) VolumeStiffness )


description: Deprecated* UseAddRules()instead.

code: void SetXPBDBendingConstraints ( [TArray](API\Runtime\Core\Containers\TArray)< [TVec4](API\Runtime\ChaosCore\Chaos\TVec4)< int32 >> && BendingElements, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & StiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & BucklingStiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & DampingRatioMultipliers )


description: Deprecated* UseUpdate()instead.

code: void SetSelfCollisionProperties ( [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) SelfCollisionThickness, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) SelfCollisionFriction, bool bGlobalIntersectionAnalysis, bool bContourMinimization )


description: Deprecated* UseUpdate()with WeightMaps instead.

code: void Update ( const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & ConfigProperties, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MaxDistancesScale )


description: Deprecated* UseAddRules()instead.

code: void SetXPBDEdgeConstraints ( const [TArray](API\Runtime\Core\Containers\TArray)< [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< int32 >> & SurfaceElements, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & StiffnessMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & DampingRatioMultipliers )


code: void Update ( const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & ConfigProperties, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >> & WeightMaps, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MeshScale, [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) MaxDistancesScale )


className: FClothConstraints

code: class FClothConstraints


code: static bool CacheIsValidForPlayback ( [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache )