code: virtual void Simulate ( float DeltaTime, const [FAllInputs](API\Runtime\ChaosVehiclesCore\SimModule\FAllInputs) & Inputs, [FSimModuleTree](API\Runtime\ChaosVehiclesCore\SimModule\FSimModuleTree) & VehicleModuleSystem )


module: ChaosVehiclesCore

code: FSuspensionSimModule ( const [FSuspensionSettings](API\Runtime\ChaosVehiclesCore\SimModule\FSuspensionSettings) & Settings )


className: FSuspensionSimModule

code: class FSuspensionSimModule : public [Chaos::ISimulationModuleBase](API\Runtime\ChaosVehiclesCore\SimModule\ISimulationModuleBase), public [Chaos::TSimModuleSettings< FSuspensionSettings >](API\Runtime\ChaosVehiclesCore\SimModule\TSimModuleSettings)


className: FThrusterSettings

description: Thruster settings

code: struct FThrusterSettings

ForceAxis

type: FVector

MaxThrustForce

type: float


description: Get the friendly name for this module, primarily for logging & debugging module tree

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


description: The specific simulation type

code: virtual [eSimType](API\Runtime\ChaosVehiclesCore\SimModule\Chaos__eSimType) GetSimType() const


description: Is Module of a specific behavioral data type

code: virtual bool IsBehaviourType ( [eSimModuleTypeFlags](API\Runtime\ChaosVehiclesCore\SimModule\Chaos__eSimModuleTypeFlags) InType ) const


code: FThrusterSimModule ( const [FThrusterSettings](API\Runtime\ChaosVehiclesCore\SimModule\FThrusterSettings) & Settings )


className: FThrusterSimModule

description: A vehicle component that transmits torque from one source to another, i.e. from an engine or differential to wheels

code: class FThrusterSimModule : public [Chaos::ISimulationModuleBase](API\Runtime\ChaosVehiclesCore\SimModule\ISimulationModuleBase), public [Chaos::TSimModuleSettings< FThrusterSettings >](API\Runtime\ChaosVehiclesCore\SimModule\TSimModuleSettings)


code: void AddAngularVelocity ( float AngularVelocityIn )


description: Cast anISimulationModuleBaseto aFTorqueSimModuleif compatible class

code: static [FTorqueSimModule](API\Runtime\ChaosVehiclesCore\SimModule\FTorqueSimModule) * CastToTorqueInterface ( [ISimulationModuleBase](API\Runtime\ChaosVehiclesCore\SimModule\ISimulationModuleBase) * SimModule )


code: float GetAngularPosition() const


code: float GetAngularVelocity() const


code: float GetBrakingTorque() const


code: float GetDriveTorque() const


code: float GetLoadTorque() const


description: Integrate angular velocity using specified DeltaTime & Inertia value, Note the inertia should be the combined inertia of all the connected pieces otherwise things will rotate at different rates

code: void IntegrateAngularVelocity ( float DeltaTime, float Inertia, float MaxRotationVel )


code: void SetAngularPosition ( float AngularPositionIn )


description: Is Module of a specific type - used for casting


code: void SetAngularVelocity ( float AngularVelocityIn )


code: void SetBrakingTorque ( float TorqueIn )


code: void SetDriveTorque ( float TorqueIn )


code: void SetLoadTorque ( float TorqueIn )


code: void SetRPM ( float InRPM )


className: FTorqueSimModule

code: class FTorqueSimModule : public [Chaos::ISimulationModuleBase](API\Runtime\ChaosVehiclesCore\SimModule\ISimulationModuleBase)


description: Transmit torque between this module and its Parent and Children. DriveTorque passed down to children, LoadTorque passed from child to parent

code: void TransmitTorque ( const [FSimModuleTree](API\Runtime\ChaosVehiclesCore\SimModule\FSimModuleTree) & BlockSystem, float PushedTorque, float BrakeTorque, float GearingRatio, float ClutchSlip )


className: ETransType

code: enum ETransType { Manual, Automatic, }


code: FTransmissionSettings()


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


className: FTransmissionSettings

code: struct FTransmissionSettings

AutoReverse

type: bool

ForwardRatios

type: TArray< float >

TransmissionType

type: ETransType


description: Option to return debug text for drawing on the HUD in the Game Thread

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


description: The specific simulation type

code: virtual [eSimType](API\Runtime\ChaosVehiclesCore\SimModule\Chaos__eSimType) GetSimType() const


description: The main Simulation function that is called from the physics async callback thread

code: virtual void Simulate ( float DeltaTime, const [FAllInputs](API\Runtime\ChaosVehiclesCore\SimModule\FAllInputs) & Inputs, [FSimModuleTree](API\Runtime\ChaosVehiclesCore\SimModule\FSimModuleTree) & VehicleModuleSystem )


code: FTransmissionSimModule ( const [FTransmissionSettings](API\Runtime\ChaosVehiclesCore\SimModule\FTransmissionSettings) & Settings )


className: FTransmissionSimModule

code: class FTransmissionSimModule : public [Chaos::FTorqueSimModule](API\Runtime\ChaosVehiclesCore\SimModule\FTorqueSimModule), public [Chaos::TSimModuleSettings< FTransmissionSettings >](API\Runtime\ChaosVehiclesCore\SimModule\TSimModuleSettings)


className: FWheelSettings

code: struct FWheelSettings

LateralSlipGraph

type: FGraph


code: float GetSteerAngleDegrees() const


code: virtual bool IsBehaviourType ( [eSimModuleTypeFlags](API\Runtime\ChaosVehiclesCore\SimModule\Chaos__eSimModuleTypeFlags) InType ) const


code: int GetSuspensionSimTreeIndex() const


code: void SetForceIntoSurface ( float ForceIntoSurfaceIn )


code: void SetSurfaceFriction ( float FrictionIn )


code: void SetSuspensionSimTreeIndex ( int IndexIn )


code: FWheelSimModule ( const [FWheelSettings](API\Runtime\ChaosVehiclesCore\SimModule\FWheelSettings) & Settings )


className: FWheelSimModule

code: class FWheelSimModule : public [Chaos::FTorqueSimModule](API\Runtime\ChaosVehiclesCore\SimModule\FTorqueSimModule), public [Chaos::TSimModuleSettings< FWheelSettings >](API\Runtime\ChaosVehiclesCore\SimModule\TSimModuleSettings)


description: Force application function, handles deferred force application and applying the force at the collect location based on whether the GC cluster is intact or fractured Note: forces are applied in local coordinates of the module

code: void AddLocalForce ( const FVector & Force, bool bAllowSubstepping, bool bIsLocalForce, bool bLevelSlope, const [FColor](API\Runtime\Core\Math\FColor) & DebugColorIn )


code: void AddLocalForceAtPosition ( const FVector & Force, const FVector & Position, bool bAllowSubstepping, bool bIsLocalForce, bool bLevelSlope, const [FColor](API\Runtime\Core\Math\FColor) & DebugColorIn )


description: Option to draw debug for this module requires CVar p.Chaos.DebugDraw.Enabled 1

code: virtual void DrawDebugInfo()


description: For headless chaos testing

code: const FVector & GetAppliedForce()


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


code: const FTransform & GetClusteredTransform() const


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


code: const FTransform & GetIntactTransform() const


code: const FVector & GetLocalVelocity() const


description: The modules transform relative to the simulating body will depend on whether the GC is intact (get the transform relative to intact cluster) or fractured (transform relative to fractured part)

code: const FTransform & GetParentRelativeTransform() const


description: The specific simulation type


code: const int GetTransformIndex() const


code: int GetTreeIndex() const


code: static const int INVALID_INDEX = -1;


code: bool IsBehaviourType ( [eSimModuleTypeFlags](API\Runtime\ChaosVehiclesCore\SimModule\Chaos__eSimModuleTypeFlags) InType ) const


code: bool IsClustered() const


description: Is Module active and simulating

code: virtual bool IsEnabled() const


description: Let the module know if it is still clustered or not

code: void SetClustered ( bool IsClusteredIn )


description: Set the COM relative transform of module when it is broken off, so relative to itself

code: void SetIntactTransform ( const FTransform & TransformIn )


description: Set the COM relative transform of module when it is clustered, so relative to parent COM

code: void SetClusteredTransform ( const FTransform & TransformIn )


description: Update the module with its current velocity

code: void SetLocalVelocity ( const FVector & VelocityIn )


description: Very useful to store the simulation tree pointer in which we are stored, then we can access other modules that we reference through an index

code: void SetSimModuleTree ( [FSimModuleTree](API\Runtime\ChaosVehiclesCore\SimModule\FSimModuleTree) * SimModuleTreeIn )


description: The transform index references the transform collection, mapping the simulation module to the geometry collection data

code: void SetTransformIndex ( int TransformIndexIn )


description: Set Module state, if simulating or not

code: void SetStateFlags ( [eSimModuleState](API\Runtime\ChaosVehiclesCore\SimModule\Chaos__eSimModuleState) StateFlagsIn )


description: The modules own index in the simulation tree array

code: void SetTreeIndex ( int TreeIndexIn )


code: virtual void Simulate ( float DeltaTime, const [FAllInputs](API\Runtime\ChaosVehiclesCore\SimModule\FAllInputs) & Inputs, [FSimModuleTree](API\Runtime\ChaosVehiclesCore\SimModule\FSimModuleTree) & VehicleModuleSystem )


code: ISimulationModuleBase()


code: virtual ~ISimulationModuleBase()


className: ISimulationModuleBase

description: Interface base class for all simulation module building blocks

code: class ISimulationModuleBase

AppliedForce

description: For headless chaos testing

ClusteredCOMRelativeTransform

type: FTransform

SimModuleTree

type: FSimModuleTree...

SimTreeIndex

type: int

StateFlags

type: eSimModuleState


code: const T & Setup() const


code: TSimModuleSettings ( const T & SetupIn )


className: TSimModuleSettings

description: Code common between all simulation building blocks settings

code: template<typename T> class TSimModuleSettings


code: TVehicleSystem ( const T * SetupIn )


className: TVehicleSystem

description: Code common between all vehicle systems

code: template<typename T> class TVehicleSystem

SetupPtr

type: const T *

description: Setup data pointer is public if you want to use it directly


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

module: ChaosVehiclesEngine

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FChaosVehiclesEngineModule

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


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


className: UChaosVehicles

description: UChaosVehicles(UObject)

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


description:
Returns this actor's default attachment component for attaching children to
The scene component to be used as parent

module: CinematicCamera

code: virtual [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetDefaultAttachComponent() const


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


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

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


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


description: Ctor

code: ACameraRig_Crane ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitialier )


description: A simple rig for simulating crane-like camera movements.

code: class ACameraRig_Crane : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bLockMountPitch

description: Lock the mount pitch so that an attached camera is locked and pitched in the direction of the crane arm

bLockMountYaw

description: Lock the mount yaw so that an attached camera is locked and oriented in the direction of the crane arm

CraneArmLength

description: Controls the length of the crane arm.

CranePitch

description: Controls the pitch of the crane arm.

CraneYaw

description: Controls the yaw of the crane arm.


description: Returns the spline component that defines the rail path


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


code: void UpdatePreviewMeshes()


description: Makes sure all components are arranged properly. Call when something changes that might affect components.

code: virtual void UpdateRailComponents()


description: Ctor

code: ACameraRig_Rail ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitialier )


code: class ACameraRig_Rail : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bLockOrientationToRail

description: Determines whether the orientation of the mount should be in the direction of the rail.

bShowRailVisualization

description: Determines whether or not to show the rail mesh preview.

CurrentPositionOnRail

description: Defines current position of the mount point along the rail, in terms of normalized distance from the beginning of the rail.

type: TObjectPtr<USt...

type: TObjectPtr<USp...

description: Preview meshes for visualization

PreviewMeshScale

description: Determines the scale of the rail mesh preview

PreviewRailMeshSegments

type: TArray<TObject...

RailCameraMount

type: TObjectPtr<USc...

description: Component to define the attach point for cameras. Moves along the rail.

RailSplineComponent

description: Spline component to define the rail path.

TransformComponent

description: Root component to give the whole actor a transform.


description: Returns the CineCameraComponent of this CineCamera

code: [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * GetCineCameraComponent() const


code: FVector GetLookatLocation() const


description: Called to notify that this camera was cut to, so it can update things like interpolation if necessary. Typically called by the camera component.

code: virtual void NotifyCameraCut()


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


code: bool ShouldTickForTracking() const


description: Ctor.

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


className: ACineCameraActor

description: A CineCameraActor is a CameraActor specialized to work like a cinematic camera.

code: class ACineCameraActor : public [ACameraActor](API\Runtime\Engine\Camera\ACameraActor)

bResetInterplation

type: uint8:  1

description: Set to true to skip any interpolations on the next update. Resets to false automatically.

LookatTrackingSettings

type: FCameraLookatTr...


code: bool operator== ( const [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) & Other ) const


code: bool operator!= ( const [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) & Other ) const


code: void RecalcSensorAspectRatio()


code: FCameraFilmbackSettings()


className: FCameraFilmbackSettings

code: struct FCameraFilmbackSettings

SensorAspectRatio

description: Read-only. Computed from Sensor dimensions.

SensorHeight

description: Vertical size of filmback or digital sensor, in mm.

SensorWidth

description: Horizontal size of filmback or digital sensor, in mm.


className: FCameraFocusSettings

description: Settings to control camera focus

code: struct FCameraFocusSettings

bDrawDebugFocusPlane

description: True to draw a translucent plane at the current focus depth, for easy tweaking.

bSmoothFocusChanges

description: True to use interpolation to smooth out changes in focus distance, false for focus distance changes to be instantaneous.

DebugFocusPlaneColor

type: FColor

description: For customizing the focus plane color, in case the default doesn't show up well in your scene.

FocusMethod

type: ECameraFocusMet...

description: Which method to use to handle camera focus

FocusOffset

description: Additional focus depth offset, used for manually tweaking if your chosen focus method needs adjustment

FocusSmoothingInterpSpeed

description: Controls interpolation speed when smoothing focus distance changes.

ManualFocusDistance

description: Manually-controlled focus distance (manual focus mode only)

TrackingFocusSettings

type: FCameraTracking...

description: Settings to control tracking focus (tracking focus mode only)


code: bool operator== ( const [FCameraLensSettings](API\Runtime\CinematicCamera\FCameraLensSettings) & Other ) const


description: Default constructor, initializing with default values

code: FCameraLensSettings()


className: FCameraLensSettings

code: struct FCameraLensSettings

DiaphragmBladeCount

description: Number of blades of diaphragm.

MaxFocalLength

type: float

description: Maximum focal length for this lens

MaxFStop

description: Maximum aperture for this lens (e.g. 2.8 for an f/2.8 lens)

MinFocalLength

description: Minimum focal length for this lens

MinFStop

description: Minimum aperture for this lens (e.g. 2.8 for an f/2.8 lens)

MinimumFocusDistance

description: Shortest distance this lens can focus on.

SqueezeFactor

description: Squeeze factor for anamorphic lenses.


code: FCameraLookatTrackingSettings()


className: FCameraLookatTrackingSettings

description: Settings to control the camera's lookat feature

code: struct FCameraLookatTrackingSettings

ActorToTrack

type: TSoftObjectPtr<...

description: If set, camera will track this actor's location

bAllowRoll

description: True to allow user-defined roll, false otherwise.

bDrawDebugLookAtTrackingPosition

description: True to draw a debug representation of the lookat location

bEnableLookAtTracking

description: True to enable lookat tracking, false otherwise.

LastLookatTrackingRotation

type: FRotator

description: Last known lookat tracking rotation (used during interpolation)

LookAtTrackingInterpSpeed

description: Controls degree of smoothing. 0.f for no smoothing, higher numbers for faster/tighter tracking.

RelativeOffset

type: FVector

description: Offset from actor position to look at.


code: FCameraTrackingFocusSettings()


className: FCameraTrackingFocusSettings

description: Settings to control tracking-focus mode.

code: struct FCameraTrackingFocusSettings

ActorToTrack

description: Focus distance will be tied to this actor's location.

bDrawDebugTrackingFocusPoint

description: True to draw a debug representation of the tracked position.

description: Offset from actor position to track.


className: FNamedFilmbackPreset

description: A named bundle of filmback settings used to implement filmback presets

code: struct FNamedFilmbackPreset

FilmbackSettings

type: FCameraFilmback...

Name

type: FString

description: Name for the preset.


className: FNamedLensPreset

description: A named bundle of lens settings used to implement lens presets.

code: struct FNamedLensPreset

LensSettings

type: FCameraLensSett...

description: Name for the preset.


className: FNamedPlateCropPreset

description: A named bundle of crop settings used to implement crop presets.

code: struct FNamedPlateCropPreset

CropSettings

type: FPlateCropSetti...

Name

description: Name for the preset.


code: bool operator== ( const [FPlateCropSettings](API\Runtime\CinematicCamera\FPlateCropSettings) & Other ) const


className: FPlateCropSettings

code: struct FPlateCropSettings


className: ICinematicCameraModule

description: Foliage Edit mode module interface

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


description: Returns camera's Point of View. Called by Camera class. Subclass and postprocess to add any effects.

code: virtual void GetCameraView ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & DesiredView )


description: Returns the lens name of the camera with the current settings.


description: Returns the name of the default filmback preset.


description: Returns the filmback name of the camera with the current settings.


description: Returns a list of available filmback presets.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedFilmbackPreset](API\Runtime\CinematicCamera\FNamedFilmbackPreset) > const & GetFilmbackPresets()


description: Returns a copy of the list of available filmback presets.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedFilmbackPreset](API\Runtime\CinematicCamera\FNamedFilmbackPreset) > GetFilmbackPresetsCopy()


description: Returns the horizonal FOV of the camera with current settings.

code: float GetHorizontalFieldOfView() const


description: Returns the filmback text used for burnins on preview viewports.

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


description: Returns a list of available lens presets.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedLensPreset](API\Runtime\CinematicCamera\FNamedLensPreset) > const & GetLensPresets()


description: Returns a copy of the list of available lens presets.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedLensPreset](API\Runtime\CinematicCamera\FNamedLensPreset) > GetLensPresetsCopy()


description: Returns the vertical FOV of the camera with current settings.

code: float GetVerticalFieldOfView() const


description: Returns the world to meters scale for the currentUWorld

code: float GetWorldToMetersScale() const


description: Can be called from external code to notify that this camera was cut to, so it can update things like interpolation if necessary.

code: virtual void NotifyCameraCut()


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


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

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: virtual void ResetProxyMeshTransform()


code: void SetCropSettings ( const [FPlateCropSettings](API\Runtime\CinematicCamera\FPlateCropSettings) & NewCropSettings )


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

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


description: Set the current lens settings by preset name.

code: void SetCropPresetByName ( const [FString](API\Runtime\Core\Containers\FString) & InPresetName )


code: void SetCurrentAperture ( const float NewCurrentAperture )


code: void SetCurrentFocalLength ( float InFocalLength )


description: Sets near clipping plane of the cine camera.

code: void SetCustomNearClippingPlane ( const float NewCustomNearClippingPlane )


description: Override setting FOV to manipulate Focal Length.

code: virtual void SetFieldOfView ( float InFieldOfView )


code: void SetFilmback ( const [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) & NewFilmback )


description: Set the current preset settings by preset name.

code: void SetFilmbackPresetByName ( const [FString](API\Runtime\Core\Containers\FString) & InPresetName )


code: void SetFocusSettings ( const [FCameraFocusSettings](API\Runtime\CinematicCamera\FCameraFocusSettings) & NewFocusSettings )


code: void SetLensPresetByName ( const [FString](API\Runtime\Core\Containers\FString) & InPresetName )


code: void SetLensSettings ( const [FCameraLensSettings](API\Runtime\CinematicCamera\FCameraLensSettings) & NewLensSettings )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: virtual void UpdateCameraLens ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & DesiredView )


description: Update the debug focus plane position and orientation.

code: void UpdateDebugFocusPlane()


description: Default constuctor.

code: UCineCameraComponent()


className: UCineCameraComponent

description: A specialized version of a camera component, geared toward cinematic usage.

code: class UCineCameraComponent : public [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent)

type: uint32: 1

bResetInterpolation

description: Set to true to skip any interpolations on the next update. Resets to false automatically.

CropSettings

description: Controls the crop settings.

CurrentAperture

description: Current aperture, in terms of f-stop (e.g. 2.8 for f/2.8)

CurrentFocalLength

description: Current focal length of the camera (i.e. controls FoV, zoom)

CurrentFocusDistance

description: Read-only. Control this value via FocusSettings.

CurrentHorizontalFOV

description: Read-only. Control this value with CurrentFocalLength (and filmback settings).

CustomNearClippingPlane

description: Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.

DebugFocusPlaneComponent

type: TObjectPtr<USt...

description: Component for the debug focus plane visualization

DebugFocusPlaneMID

type: TObjectPtr<UMa...

description: Dynamic material instance for the debug focus plane visualization

Filmback

description: Controls the filmback of the camera.

FocusPlaneVisualizationMaterial

description: Material used for debug focus plane visualization

FocusPlaneVisualizationMesh

description: Mesh used for debug focus plane visualization

FocusSettings

type: FCameraFocusSet...

description: Controls the camera's focus.

LastFocusDistance

description: Most recent calculated focus distance. Used for interpolation.

LensSettings

description: Controls the camera's lens.


className: CineCameraConfigSection

code: static const [FString](API\Runtime\Core\Containers\FString) CineCameraConfigSection = TEXT("/Script/CinematicCamera.CineCameraComponent");


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedPlateCropPreset](API\Runtime\CinematicCamera\FNamedPlateCropPreset) > const & GetCropPresets()


description: Gets the Filmback settings associated with a given preset name Returns true if a preset with the given name was found

code: bool GetFilmbackPresetByName ( const [FString](API\Runtime\Core\Containers\FString) PresetName, [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) & FilmbackSettings )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedFilmbackPreset](API\Runtime\CinematicCamera\FNamedFilmbackPreset) > const & GetFilmbackPresets()


description: Gets the Lens settings associated with a given preset name Returns true if a preset with the given name was found

code: bool GetLensPresetByName ( const [FString](API\Runtime\Core\Containers\FString) PresetName, [FCameraLensSettings](API\Runtime\CinematicCamera\FCameraLensSettings) & LensSettings )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FNamedLensPreset](API\Runtime\CinematicCamera\FNamedLensPreset) > const & GetLensPresets()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: UObjectinterface

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


className: UCineCameraSettings

code: class UCineCameraSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

CropPresets

type: TArray<FNamedP...

description: List of available crop presets

DefaultCropPresetName

description: Name of the default crop preset

DefaultFilmbackPreset

description: Name of the default filmback preset

DefaultLensFocalLength

description: Default focal length (will be constrained by default lens)

DefaultLensFStop

description: Default aperture (will be constrained by default lens)

DefaultLensPresetName

description: Name of the default lens preset

FilmbackPresets

type: TArray<FNamedF...

description: List of available filmback presets

LensPresets

type: TArray<FNamedL...

description: List of available lens presets


description: Gets the Crop settings associated with a given preset name Returns true if a preset with the given name was found

code: bool GetCropPresetByName ( const [FString](API\Runtime\Core\Containers\FString) PresetName, [FPlateCropSettings](API\Runtime\CinematicCamera\FPlateCropSettings) & CropSettings )


description: Given a skeletal mesh, find all of the currently bound clothing assets and their binding information

module: ClothingSystemRuntimeCommon

code: namespace ClothingAssetUtils { void ClothingAssetUtils::GetMeshClothingAssetBindings ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FClothingAssetMeshBinding](API\Runtime\ClothingSystemRuntimeCommon\FClothingAssetMeshBinding) > & OutBindings ) }


description: Similar to above, but only inspects the specified LOD.

code: namespace ClothingAssetUtils { void ClothingAssetUtils::GetMeshClothingAssetBindings ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FClothingAssetMeshBinding](API\Runtime\ClothingSystemRuntimeCommon\FClothingAssetMeshBinding) > & OutBindings, int32 InLodIndex ) }


description: Given a skeletal mesh model, find all of the currently bound clothing assets and their binding information

code: namespace ClothingAssetUtils { void CLOTHINGSYSTEMRUNTIMECOMMON_API ClothingAssetUtils::GetAllMeshClothingAssetBindings ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FClothingAssetMeshBinding](API\Runtime\ClothingSystemRuntimeCommon\FClothingAssetMeshBinding) > & OutBindings ) }


code: namespace ClothingAssetUtils { void CLOTHINGSYSTEMRUNTIMECOMMON_API ClothingAssetUtils::GetAllLodMeshClothingAssetBindings ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FClothingAssetMeshBinding](API\Runtime\ClothingSystemRuntimeCommon\FClothingAssetMeshBinding) > & OutBindings, int32 InLodIndex ) }


description: Clears the clothing tracking struct of a section.

code: namespace ClothingAssetUtils { void ClothingAssetUtils::ClearSectionClothingData ( [FSkelMeshSection](API\Runtime\Engine\Rendering\FSkelMeshSection) & InSection ) }


description: Deprecated, legacy definition kept for backward compatibility only. Inherit new config class fromUClothConfigCommoninstead. Redirected from the now defunct ClothingSystemRuntime module.

code: struct FClothConfig_Legacy

AngularDrag

description: Drag applied to angular particle movement, higher values should limit material bending (per-axis)

AngularInertiaScale

description: Scale for angular particle inertia, how much movement should translate to angular motion (per-axis)

AnimDriveDamperStiffness

description: Default damper stiffness for anim drive if an anim drive is in use.

AnimDriveSpringStiffness

description: Default spring stiffness for anim drive if an anim drive is in use.

BendConstraintConfig

type: FClothConstrain...

description: Constraint data for bend constraints.

bUseGravityOverride

type: bool

description: Use gravity override value vs gravity scale.

CentrifugalInertiaScale

description: Scale for centrifugal particle inertia, how much movement should translate to angular motion (per-axis)

CollisionThickness

description: 'Thickness' of the simulated cloth, used to adjust collisions

Damping

description: Damping of particle motion per-axis.

Friction

description: Friction of the surface when colliding.

GravityOverride

description: Direct gravity override value.

GravityScale

description: Scale of gravity effect on particles.

HorizontalConstraintConfig

description: Constraint data for horizontal constraints.

LinearDrag

description: Drag applied to linear particle movement per-axis.

LinearInertiaScale

description: Scale for linear particle inertia, how much movement should translate to linear motion (per-axis)

SelfCollisionRadius

description: Size of self collision spheres centered on each vert.

SelfCollisionStiffness

description: Stiffness of the spring force that will resolve self collisions.

ShearConstraintConfig

description: Constraint data for shear constraints.

SolverFrequency

description: Frequency of the position solver, lower values will lead to stretchier, bouncier cloth.

StiffnessFrequency

description: Frequency for stiffness calculations, lower values will degrade stiffness of constraints.

TetherLimit

description: Scale for the limit of particle tethers (how far they can separate)

TetherStiffness

description: Scale for stiffness of particle tethers between each other.

VerticalConstraintConfig

description: Constraint data for vertical constraints.

WindDragCoefficient

description: Drag coefficient for wind calculations, higher values mean wind has more lateral effect on cloth.

WindLiftCoefficient

description: Lift coefficient for wind calculations, higher values make cloth rise easier in wind.

WindMethod

type: EClothingWindMe...

description: How wind should be processed, Accurate uses drag and lift to make the cloth react differently, legacy applies similar forces to all clothing without drag and lift (similar to APEX)


description: Deprecated, legacy definition kept for backward compatibility only. UseFClothConstraintSetupNvinstead. Redirected from the now defunct ClothingSystemRuntime module.

code: struct FClothConstraintSetup_Legacy

CompressionLimit

type: float

description: The hard limit on how far this constraint can compress.

Stiffness

description: How stiff this constraint is, this affects how closely it will follow the desired position.

StiffnessMultiplier

description: A multiplier affecting the above value.

StretchLimit

description: The hard limit on how far this constraint can stretch.


className: FClothingAssetMeshBinding

description: Helper struct to hold binding information on a clothing asset, used to enumerate all of the bindings on a skeletal mesh with `GetAllMeshClothingAssetBindings()_ below.

code: struct FClothingAssetMeshBinding

Asset

type: UClothingAssetC...


code: bool HasData() const


code: [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & operator= ( const [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & Other )


code: [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & operator= ( [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) && Other )


code: FClothingSimulationCacheData ( const [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & Other )


code: FClothingSimulationCacheData ( [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) && Other )


description: Fills in the base data for a clothing simulation

code: virtual void FillContext ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaTime, [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * InOutContext )


className: FClothingSimulationCacheData

code: struct FClothingSimulationCacheData

CachedPositions

type: TArray< FVector...

description: Solver space cached positions for the kinematics targets. (Sparseuse CacheIndices to map to full)

CachedReferenceSpaceTransforms

type: TMap< int32, FT...

description: Cached ReferenceSpaceTransform per cloth. Key is Cloth GroupId.

CachedVelocities

description: Solver space cached velocities for the kinematics targets. (Sparseuse CacheIndices to map to full)

CacheIndices

type: TArray< int32 >

description: Indices used to map from CachedPositions/Velocities to solver indices.


code: virtual void FillContext ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaTime, [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * InOutContext, bool bIsInitialization )


code: FClothingSimulationCommon()


code: FClothingSimulationCacheData()


code: virtual ~FClothingSimulationCommon()


className: FClothingSimulationCommon

description: Base simulation to fill in common data for the base context.

code: class FClothingSimulationCommon : public [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation)

MaxPhysicsDelta

description: Maximum physics time, incoming deltas will be clamped down to this value on long frames


description: Deprecated* Use the version with bIsInitialization instead.

code: virtual void Fill ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaSeconds, float InMaxPhysicsDelta )


description: Fill this context using the given skeletal mesh component.

code: virtual void Fill ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaSeconds, float InMaxPhysicsDelta, bool bIsInitialization )


description: Default fill behavior as expected to be used by every simulation.

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


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


code: virtual void FillDeltaSeconds ( float InDeltaSeconds, float InMaxPhysicsDelta )


code: virtual void FillRefToLocals ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, bool bIsInitialization )


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


code: virtual void FillTeleportMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaSeconds, float InMaxPhysicsDelta )


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


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


code: [FClothingSimulationContextCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationContextCommon) & operator= ( const [FClothingSimulationContextCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationContextCommon) & )


code: FClothingSimulationContextCommon()


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FClothingSimulationContextCommon ( const [FClothingSimulationContextCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationContextCommon) & )


className: FClothingSimulationContextCommon

description: Base simulation data that just about every simulation would need.

code: class FClothingSimulationContextCommon : public [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext)

BoneTransforms

type: TArray< FTransf...

description: Component space bone transforms of the owning component.

CacheData

type: FClothingSimula...

description: Data read from the cache.

ComponentToWorld

type: FTransform

description: Component to world transform of the owning component.

DeltaSeconds

description: Delta for this tick.

MaxDistanceScale

description: Scale for the max distance constraints of the simulation mesh.

PredictedLod

description: The predicted LOD of the skeletal mesh component running the simulation.

RefToLocals

type: TArray< FMatrix...

description: Ref to local matrices from the owning component (for skinning fixed verts)

TeleportMode

type: EClothingTelepo...

description: Whether and how we should teleport the simulation this tick.

VelocityScale

description: Velocity scale to compensate input velocities in case the MaxPhysicsDelta kicks in.

WindAdaption

description: Wind adaption, a measure of how quickly to adapt to the wind speed when using the legacy wind calculation mode

WindVelocity

type: FVector

description: Wind velocity at the component location.

WorldGravity

description: Gravity extracted from the world.


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()


code: FClothingSystemRuntimeCommonModule()


className: FClothingSystemRuntimeCommonModule

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


code: [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) & operator= ( const [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) & )


description: Get all available parameter masks for the specified target.

code: void GetParameterMasksForTarget ( const uint8 InTarget, [TArray](API\Runtime\Core\Containers\TArray)< [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) * > & OutMasks )


code: [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) & operator= ( [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) && )


description: CopyParameterMasks_ to corresponding targets inClothPhysicalMeshData_.

code: void PushWeightsToMesh()


description: Custom serialize for transition.

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


code: FClothLODDataCommon ( [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) && )


code: ~FClothLODDataCommon()


className: FClothLODDataCommon

description: Common Cloth LOD representation for all clothing assets.

code: struct FClothLODDataCommon

bSmoothTransition

description: Whether to enable smooth transition from skinned mesh to clothed mesh.

bUseMultipleInfluences

description: Whether to use multiple triangles to interpolate from simulated cloth mesh to render mesh.

PhysicalMeshData

type: FClothPhysicalM...

description: Raw phys mesh data.

PointWeightMaps

type: TArray<FPointW...

description: Parameter masks defining the physics mesh masked data.

SkinningKernelRadius

description: Radius of the weighting kernel used to interpolate from simulated cloth mesh to render mesh.

TransitionDownSkinData

type: TArray<FMeshTo...

description: Skinning data for transitioning from a lower detail LOD to this one.

TransitionUpSkinData

description: Skinning data for transitioning from a higher detail LOD to this one.


code: void MigrateTo ( [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) & Weights )


code: FClothLODDataCommon ( const [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) & )


description: Deprecated, legacy definition kept for backward compatibility only. UseFPointWeightMapinstead. Redirected from the now defunct ClothingSystemRuntime module.

code: struct FClothParameterMask_Legacy

bEnabled

description: Whether this mask is enabled and able to effect final mesh values

CurrentTarget

type: EWeightMapTarge...

description: The currently targeted parameter for the mask

MaskName

type: FName

description: Name of the mask, mainly for users to differentiate

Values

type: TArray< float >

description: The actual values stored in the mask


description: Retrieve a pointer to a registered vertex weight array by unique

code: template<typename T> [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) & AddWeightMap ( const T Target )


description: Build the self collision indices for the relevant config.

code: void BuildSelfCollisionData ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UClothConfigBase](API\Runtime\ClothingSystemRuntimeInterface\UClothConfigBase) >> & ClothConfigs )


description: Build the self collision indices with the specified radius.

code: void BuildSelfCollisionData ( float SelfCollisionRadius )


description: Recalculate the node inverse masses.

code: void CalculateInverseMasses()


description: Recalculate the number of influences for the bone data.

code: void CalculateNumInfluences()


description: Clear out any default weight maps and delete any other ones.

code: void ClearWeightMaps()


description: Recalculate the long range attachment tethers.

code: void CalculateTethers ( bool bUseEuclideanDistance, bool bUseGeodesicDistance )


description: Compute vertex normals as unweighted average of incident face normals. If all incident triangles are degenerate, the vertex normal is assigned a value of FVector3f::XAxisVector.

code: void ComputeFaceAveragedVertexNormals ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const


code: template<typename T> [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) & FindOrAddWeightMap ( const T Target )


code: template<typename T> const [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) * FindWeightMap ( const T Target ) const


code: template<typename T> [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) * FindWeightMap ( const T Target )


description: Retrieve a registered vertex weight array by unique

code: template<typename T> const [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) & GetWeightMap ( const T Target ) const


code: template<typename T> [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) & GetWeightMap ( const T Target )


description: Retrieve whether a vertex weight array has already been registered.

code: template<typename T> bool HasWeightMap ( const T Target ) const


description: Migrate from same, used to migrate LOD data from theUClothLODDataCommon_Legacy.

code: void MigrateFrom ( [FClothPhysicalMeshData](API\Runtime\ClothingSystemRuntimeCommon\FClothPhysicalMeshData) & ClothPhysicalMeshData )


description: Migrate from the legacy physical mesh data class, used to migrate LOD data from theUClothLODDataCommon_Legacy.

code: void MigrateFrom ( [UClothPhysicalMeshDataBase_Legacy](API\Runtime\ClothingSystemRuntimeInterface\UClothPhysicalMeshDataBase_Legac-) * ClothPhysicalMeshDataBase )


description: Reset the default common targets for this cloth physical mesh.

code: void Reset ( const int32 InNumVerts, const int32 InNumIndices )


description: Construct an empty cloth physical mesh with default common targets.

code: FClothPhysicalMeshData()


className: FClothPhysicalMeshData

description: Spatial simulation data for a mesh.

code: struct FClothPhysicalMeshData

BoneData

type: TArray<FClothV...

description: Indices and weights for each vertex, used to skin the mesh to create the reference pose.

EuclideanTethers

type: FClothTetherDat...

description: Long range attachment tethers, using euclidean (beeline) distance to find the closest attachment.

GeodesicTethers

description: Long range attachment tethers, using geodesic (surface) distance to find the closest attachment.

Indices

type: TArray< uint32 ...

description: Indices of the simulation mesh triangles.

InverseMasses

description: Inverse mass for each vertex in the physical mesh.

MaxBoneWeights

description: Maximum number of bone weights of any vetex.

Normals

description: Normal at each vertex.

NumFixedVerts

description: Number of fixed verts in the simulation mesh (fixed verts are just skinned and do not simulate)

SelfCollisionIndices

description: Valid indices to use for self collisions (reduced set of Indices)

VertexColors

type: TArray<FColor...

description: Color at each vertex.

Vertices

description: Positions of each simulation vertex.

WeightMaps

type: TMap< uint32,F...

description: The weight maps, or masks, used by this mesh, sorted by their target id.


description: Generate the tether batches from existing tether data. PerDynamicNodeTethers is an array whereIndex= DynamicIndex, and Value is an array of TPair= {Distance, KinematicIndex}

code: void GenerateTethers ( [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< TPair< float, int32 >>> && PerDynamicNodeTethers )


description: Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point. Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.

code: void GenerateTethers ( const TConstArrayView< FVector3f > & Points, const TConstArrayView< uint32 > & Indices, const TConstArrayView< float > & MaxDistances, bool bUseGeodesicDistance )


description: Custom serializer, since neiher an array of array nor a tuple can be set as a UPROPERTY.

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


className: FClothTetherData

description: Long range attachment tether pathfinding based on Dijkstra's algorithm. For more information about the long range attachment, see:https://matthias-research.github.io/pages/publications/sca2012cloth.pdf

code: struct FClothTetherData

Tethers

type: TArray<TArray<...

description: Long range attachment tether start/end/length, sorted in sequential batches of independant tethers.


description: Return whether all of the specified triangle points have weight below (or equal) to the specified

code: bool AreAllBelowThreshold ( const int32 Index0, const int32 Index1, const int32 Index2, const float Threshold ) const


description: Return whether at least one of the specified triangle points has weight below (or equal) to the specified

code: bool AreAnyBelowThreshold ( const int32 Index0, const int32 Index1, const int32 Index2, const float Threshold ) const


description: Calculates Min/Max values based on values.

code: void CalcRanges ( float & MinValue, float & MaxValue )


description: Empty this map of any values.

code: void Empty()


description: Get a value from the map, or return 0 if the index is out of bounds.

code: float GetValue ( int32 Index ) const


description: Initialize a weight map from another weight map while enabling and setting a new target.

code: template<typename T, typename> void Initialize ( const [FPointWeightMap](API\Runtime\ClothingSystemRuntimeCommon\FPointWeightMap) & Source, T Target )


description: Return whether the specified point weight is below (or equal) to the specified threshold.

code: bool IsBelowThreshold ( const int32 Index, const float Threshold ) const


description: Return the number of values in this map.

code: int32 Num() const


description: Return whether all points' values are zero.

code: bool IsZeroed() const


description: Return the current float value for the requested point.

code: float & operator[] ( int32 Index )


code: const float & operator[] ( int32 Index ) const


description: Reset this map to the specified number of points, and set all the values to zero.

code: void Initialize ( const int32 NumPoints )


description: Set a value in the map checking first whether the index is within bounds.

code: void SetValue ( int32 Index, float Value )


code: FPointWeightMap()


code: FPointWeightMap ( const TConstArrayView< float > & InValues )


code: FPointWeightMap ( int32 NumPoints, float Value )


code: ~FPointWeightMap()


className: FPointWeightMap

description: A mask is simply some storage for a physical mesh parameter painted onto clothing. Used in the editor for users to paint onto and then target to a parameter, which is then later applied to a phys mesh

code: struct FPointWeightMap

bEnabled

type: bool

description: Whether this mask is enabled and able to effect final mesh values

CurrentTarget

description: The currently targeted parameter for the mask,  EWeightMapTargetCommon

Name

description: Name of the mask, mainly for users to differentiate

Values

description: The actual values stored in the mask


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


className: WithSerializer

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


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


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


description: Return the self collision radius to precomute self collision data.

code: virtual float GetSelfCollisionRadius() const


description: Migrate from the legacy FClothConfig structure.

code: virtual void MigrateFrom ( const [FClothConfig_Legacy](API\Runtime\ClothingSystemRuntimeCommon\FClothConfig_Legacy) & )


description: Migrate from shared configs.

code: virtual void MigrateFrom ( const class [UClothSharedConfigCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothSharedConfigCommon) * )


description:
Migrate to the legacy FClothConfig structure. Useful for converting configs that are compatible with this legacy structure.
true when the migration is possible, false otherwise.

code: virtual bool MigrateTo ( [FClothConfig_Legacy](API\Runtime\ClothingSystemRuntimeCommon\FClothConfig_Legacy) & ) const


description: Return whether to pre-compute the influences.

code: virtual bool NeedsNumInfluences() const


description: Return whether to pre-compute self collision data.

code: virtual bool NeedsSelfCollisionData() const


description: Return whether tethers need to be calculated using geodesic distances instead of eclidean.

code: virtual bool TethersUseGeodesicDistance() const


description: Return whether to pre-compute the long range attachment tethers.

code: virtual bool NeedsTethers() const


code: UClothConfigCommon()


code: virtual ~UClothConfigCommon()


className: UClothConfigCommon

description: Common configuration base class.

code: class UClothConfigCommon : public [UClothConfigBase](API\Runtime\ClothingSystemRuntimeInterface\UClothConfigBase)


description: Return whether to pre-compute inverse masses.

code: virtual bool NeedsInverseMasses() const


description: Callback envoked after weights have been edited. CallsPushWeightsToMesh()_ on eachClothLodData_, and invalidates cached data. Optionaly recalculate the owner's sections fixed vertex data based on this asset masks, and invalidate the DDC for this asset.

code: void ApplyParameterMasks ( bool bUpdateFixedVertData, bool bInvalidateDerivedDataCache )


code: virtual int32 AddNewLod()


description: Create weights for skinning the render mesh to our simulation mesh, and weights to drive our sim mesh from the skeleton.

code: virtual bool BindToSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, const int32 InMeshLodIndex, const int32 InSectionIndex, const int32 InAssetLodIndex )


description: Builds the LOD transition data. When we transition between LODs we skin the incoming mesh to the outgoing mesh in exactly the same way the render mesh is skinned to create a smooth swap

code: virtual void BuildLodTransitionData()


description: Builds self collision data. The default behavior is if theClothSimConfig_ reports that self collisions are enabled, it envokesBuildSelfCollisionData()on eachClothLodData's_ClothPhysicalMeshDatamember.


description: Calculates the preferred root bone for the simulation.

code: void CalculateReferenceBoneIndex()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Return a const cloth config pointer of the desired cloth config type, or nullptr if there isn't any suitable.

code: template<typename ClothConfigType, typename> const ClothConfigType * GetClothConfig() const


description: Return a cloth config pointer of the desired cloth config type, or nullptr if there isn't any suitable.

code: template<typename ClothConfigType, typename> ClothConfigType * GetClothConfig()


description: Returns the number of valid LOD's (length of the `ClothLodData_ array).

code: virtual int32 GetNumLods() const


description: Called on the clothing asset when the base data (physical mesh, config etc.) has changed, so any intermediate generated data can be regenerated.

code: virtual void InvalidateAllCachedData()


code: void InvalidateFlaggedCachedData ( EClothingCachedDataFlagsCommon Flags )


description: Returnstrue_ ifInLodIndex_ is a valid LOD id (index into `ClothLodData_).

code: virtual bool IsValidLod ( int32 InLodIndex ) const


description: Called after changes in any of the asset properties.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & ChainEvent )


description: Restart simulation using this asset after undo change.

code: virtual void PostEditUndo()


description: Migrate deprecated objects.

code: virtual void PostLoad()


description: Propagate the shared simulation configs between assets. Called after all cloth assets sharing the same simulation are loaded.

code: virtual void PostUpdateAllAssets()


description: Stop any simulation from using this asset.

code: virtual void PreEditUndo()


description: Rebuilds theUsedBoneIndices_ array from looking up the entries in theUsedBoneNames_ array, in the `InSkelMesh's_ reference skeleton.

code: virtual void RefreshBoneMapping ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh )


description: Serialize deprecated objects.

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


description: Helper that invokes[UnbindFromSkeletalMesh()](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon\UnbindFromSkelet-\1)_ for each avilable entry inInSkelMesh->GetImportedModel()'s_ LODModel.

code: virtual void UnbindFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh )


description: Unbinds this clothing asset from the provided skeletal mesh

code: virtual void UnbindFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, const int32 InMeshLodIndex )


description: Update all extra LOD deformer mappings. This should be called whenever the raytracing LOD bias has changed.

code: virtual void UpdateAllLODBiasMappings ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


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


code: virtual void BindToSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, int32 InMeshLodIndex, int32 InSectionIndex, int32 InAssetLodIndex )


className: UClothingAssetCommon

description: Solver specific implementations may wish to override this class to construct their own default instances of child classes, such asClothSimConfig_ andCustomData_, as well as override the[AddNewLod()](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon\AddNewLod)_ factory to build their own implementation ofUClothLODDataBase_.

code: class UClothingAssetCommon : public [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase)

ClothConfigs

type: TMap<FName,TO...

description: Simulation specific cloth parameters.

CustomData

description: Custom data applied by the importer depending on where the asset was imported from.

LodData

type: TArray<FClothL...

description: The actual asset data, listed by LOD.

LodMap

type: TArray< int32 >

description: Tracks which clothing LOD each skel mesh LOD corresponds to (LodMap[SkelLod]=ClothingLod).

PhysicsAsset

type: TObjectPtr<UPh...

description: The physics asset to extract collisions from when building a simulation.

ReferenceBoneIndex

description: Bone to treat as the root of the simulation space.

UsedBoneIndices

description: List of the indices for the bones in UsedBoneNames, used for remapping.

UsedBoneNames

type: TArray<FName>

description: List of bones this asset uses inside its parent mesh.


className: UClothingAssetCustomData

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


description: Migrate this deprecatedUObjectclass to the structure format (called byUClothingAssetCommon::PostLoad())

code: void MigrateTo ( struct [FClothLODDataCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothLODDataCommon) & LodData )


description: Migrate deprecated properties.


description: Custom serialize for transition.


code: UClothLODDataCommon_Legacy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


code: virtual ~UClothLODDataCommon_Legacy()


description: Deprecated, legacy definition kept for backward compatibility only. UseFClothLODDataCommoninstead.

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

ClothPhysicalMeshData

type: FClothPhysicalM...

description: Raw phys mesh data.

CollisionData

type: FClothCollision...

description: Collision primitive and convex data for clothing collisions.

ParameterMasks

type: TArray<FPointW...

description: Parameter masks defining the physics mesh masked data.

TransitionDownSkinData

description: Skinning data for transitioning from a lower detail LOD to this one.

TransitionUpSkinData

description: Skinning data for transitioning from a higher detail LOD to this one.


code: UClothSharedConfigCommon()


className: UClothSharedConfigCommon

description: Common shared configuration base class.

code: class UClothSharedConfigCommon : public [UClothConfigCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothConfigCommon)


code: virtual ~UClothSharedConfigCommon()


description: Given mesh information for two meshes, generate a list of skinning data to embed TargetMesh in SourceMesh

code: namespace ClothingMeshUtils { void ClothingMeshUtils::GenerateMeshToMeshSkinningData ( [TArray](API\Runtime\Core\Containers\TArray)< [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) > & OutSkinningData, const [ClothMeshDesc](API\Runtime\ClothingSystemRuntimeCommon\Utils\ClothMeshDesc) & TargetMesh, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > * TargetTangents, const [ClothMeshDesc](API\Runtime\ClothingSystemRuntimeCommon\Utils\ClothMeshDesc) & SourceMesh, const [TArray](API\Runtime\Core\Containers\TArray)< float > & TargetMaxEdgeLength, bool bUseMultipleInfluences, float KernelMaxDistance ) }


description: Compute the max edge length for each edge coming out of a mesh vertex. Useful for guiding the search radius when searching for nearest triangles.

code: namespace ClothingMeshUtils { void ClothingMeshUtils::ComputeMaxEdgeLength ( const [ClothMeshDesc](API\Runtime\ClothingSystemRuntimeCommon\Utils\ClothMeshDesc) & TargetMesh, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutMaxEdgeLength ) }


description: Embeds a list of positions into a source mesh

code: namespace ClothingMeshUtils { void ClothingMeshUtils::GenerateEmbeddedPositions ( const [ClothMeshDesc](API\Runtime\ClothingSystemRuntimeCommon\Utils\ClothMeshDesc) & SourceMesh, TConstArrayView< FVector3f > Positions, [TArray](API\Runtime\Core\Containers\TArray)< FVector4 > & OutEmbeddedPositions, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutSourceIndices ) }


description: Find the distance to the specified triangle from a point.

code: float DistanceToTriangle ( const FVector & Position, int32 TriangleBaseIndex ) const


code: Chaos::FAABB3 BoundingBox&40;&41; const


code: template<typename TPayloadType> int32 GetPayload &40; int32 Idx &41; const


className: FClothBvEntry

code: struct FClothBvEntry

TmData

type: constClothMesh...


code: bool HasBoundingBox&40;&41; const


description: Find the closest triangles from the specified point.

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > FindCandidateTriangles ( const FVector & InPoint, float InTolerance ) const


code: const TConstArrayView< uint32 > & GetIndices() const


description: Return the max edge length for each edge coming out of a mesh vertex. Useful for guiding the search radius when searching for nearest triangles.

code: TConstArrayView< float > GetMaxEdgeLengths() const


code: const TConstArrayView< FVector3f > & GetNormals() const


code: const TConstArrayView< FVector3f > & GetTangents() const


description: Return whether this descriptor has been initialized with the normals generated from the averaged triangle normals.

code: bool HasAveragedNormals() const


description: Return whether this descriptor has been initialized with tangent information.

code: bool HasTangents() const


description: Return whether the mesh descriptor has a valid number of normals and triangle indices.

code: bool HasValidMesh() const


description: Construct a mesh descriptor with re-calculated (averaged) normals to match the simulation output.

code: ClothMeshDesc ( TConstArrayView< FVector3f > InPositions, TConstArrayView< uint32 > InIndices )


code: ClothMeshDesc ( TConstArrayView< FVector3f > InPositions, TConstArrayView< FVector3f > InNormals, TConstArrayView< uint32 > InIndices )


code: ClothMeshDesc ( TConstArrayView< FVector3f > InPositions, TConstArrayView< FVector3f > InNormals, TConstArrayView< FVector3f > InTangents, TConstArrayView< uint32 > InIndices )


code: const TConstArrayView< FVector3f > & GetPositions() const


className: ClothMeshDesc

code: class ClothMeshDesc


description: Remap float scalar values. This transfers the values from source to dest by matching the mesh topologies using barycentric coordinates of the dest mesh (Mesh0) positions over the source mesh (Mesh1).

code: void Map ( TConstArrayView< float > Source, [TArray](API\Runtime\Core\Containers\TArray)< float > & Dest )


description: Generic mapping function, can be used to map any type with a provided callable

code: template<typename T, typename Lambda> void Map ( TConstArrayView< T > & SourceData, [TArray](API\Runtime\Core\Containers\TArray)< T > & DestData, const Lambda & Func )


code: [FVertexParameterMapper](API\Runtime\ClothingSystemRuntimeCommon\Utils\FVertexParameterMapper) & operator= ( const [FVertexParameterMapper](API\Runtime\ClothingSystemRuntimeCommon\Utils\FVertexParameterMapper) & )


code: [FVertexParameterMapper](API\Runtime\ClothingSystemRuntimeCommon\Utils\FVertexParameterMapper) & operator= ( [FVertexParameterMapper](API\Runtime\ClothingSystemRuntimeCommon\Utils\FVertexParameterMapper) && )


code: FVertexParameterMapper ( [FVertexParameterMapper](API\Runtime\ClothingSystemRuntimeCommon\Utils\FVertexParameterMapper) && )


code: FVertexParameterMapper ( const [FVertexParameterMapper](API\Runtime\ClothingSystemRuntimeCommon\Utils\FVertexParameterMapper) & )


code: FVertexParameterMapper ( TConstArrayView< FVector3f > InMesh0Positions, TConstArrayView< FVector3f > InMesh0Normals, TConstArrayView< FVector3f > InMesh1Positions, TConstArrayView< FVector3f > InMesh1Normals, TConstArrayView< uint32 > InMesh1Indices )


className: FVertexParameterMapper

description: Object used to map vertex parameters between two meshes using the same barycentric mesh to mesh mapping data we use for clothing

code: class FVertexParameterMapper


module: ClothingSystemRuntimeInterface

code: void Append ( const [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) & InOther )


code: void Reset()


className: FClothCollisionData

code: struct FClothCollisionData

Boxes

type: TArray<FClothC...

description: Box data.

Convexes

description: Convex Data.

SphereConnections

description: Capsule data.

Spheres

description: Sphere data.


code: FClothCollisionPrim_Box ( const FVector & InLocalPosition, const FQuat & InLocalRotation, const FVector & InHalfExtents, int32 InBoneIndex )


description: Data for a single box primitive.

code: struct FClothCollisionPrim_Box

HalfExtents

type: FVector

LocalRotation

type: FQuat


code: FClothCollisionPrim_Convex ( [TArray](API\Runtime\Core\Containers\TArray)< [FClothCollisionPrim_ConvexFace](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionPrim_ConvexFace) > && InFaces, [TArray](API\Runtime\Core\Containers\TArray)< FVector > && InSurfacePoints, int32 InBoneIndex )


description: Data for a single convex element A convex is a collection of planes, in which the clothing will attempt to stay outside of the shape created by the planes combined.

code: struct FClothCollisionPrim_Convex

SurfacePoints

type: TArray< FVector...


description: Data for a convex face.

code: struct FClothCollisionPrim_ConvexFace

Plane

type: FPlane


code: FClothCollisionPrim_Sphere ( float InRadius, const FVector & InLocalPosition, int32 InBoneIndex )


description: Data for a single sphere primitive in the clothing simulation. This can either be a sphere on its own, or part of a capsule referenced by the indices in FClothCollisionPrim_Capsule

code: struct FClothCollisionPrim_Sphere

Radius

type: float


code: FClothCollisionPrim_SphereConnection ( int32 SphereIndex0, int32 SphereIndex1 )


description: Data for a single connected sphere primitive. This should be configured after all spheres have been processed as they are really just indexing the existing spheres


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()


code: FClothingSystemRuntimeInterfaceModule()


className: FClothingSystemRuntimeInterfaceModule

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


className: FClothSimulData

description: Data produced by a clothing simulation.

code: struct FClothSimulData

ComponentRelativeTransform

type: FTransform

description: Transform relative to the component to update clothing root transform when not ticking clothing but rendering a component.

LODIndex

description: Current LOD index the data is valid for.

Normals

description: Normals at the simulation mesh particles.

Positions

description: Positions of the simulation mesh particles.

Transform

description: Transform applied per position/normal element when loaded.


className: MaxTotalInfluences

description: MAX_TOTAL_INFLUENCES = 12 is defined in GPUSkinPublicDefs.h, but that would require a dependency on Engine, which we can't have here.Untilthat can be migrated elsewhere (not to mention if), we make a redundant variable with an 8 in it, that needs to stay in sync with MAX_TOTAL_INFLUENCES.

code: static const int8 MaxTotalInfluences = 12;


code: FClothVertBoneData()


className: FClothVertBoneData

description: Bone data for a vertex.

code: struct FClothVertBoneData

BoneIndices

description: Up to MAX_TOTAL_INFLUENCES bone indices that this vert is weighted to.

BoneWeights

type: float[MaxTotalI...

description: The weights for each entry in BoneIndices.

NumInfluences

description: Number of influences for this vertex.


className: FeatureName

description: The feature name to register against for providers.

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


description: Called by the engine to get the clothing simulation factory associated with this provider for skeletal mesh components (seeUSkeletalMeshComponentconstructor). Returns Factory class for simulations or nullptr to disable clothing simulation


description: Called by the engine to get the default clothing simulation factory to use for skeletal mesh components (seeUSkeletalMeshComponentconstructor). Returns Factory class for simulations or nullptr to disable clothing simulation

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


className: IClothingSimulationFactoryClassProvider

description: An interface for a class that will provide default simulation factory classes Used by modules wanting to override clothing simulation to provide their own implementation

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


description: Called by the engine when an external object wants to inject collision data into this simulation above and beyond what is specified in the asset for the internal actors Examples: Scene collision, collision for parents we are attached to

code: void AddExternalCollisions ( const [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) & InData )


description: Create an actor for this simulation from the data in InAsset Simulation data for this actor should be written back to SimDataIndex in GetSimulationData

code: void CreateActor ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * InAsset, int32 SimDataIndex )


description: Called by the engine when external collisions are no longer necessary or when they need to be updated with some of the previous collisions removed. It is recommended in derived simulations to avoid freeing any allocations regarding external collisions as it is likely more will be added soon after this call

code: void ClearExternalCollisions()


description: Create a new context, will not be filled, call FillContext before simulating with this context


description: Simulation should remove all of it's actors when next possible and free them

code: void DestroyActors()


description: Destroy a context object, engine will always pass a context created using CreateContext

code: void DestroyContext ( [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * InContext )


description: Fills an existing context for a single simulation step, called by the engine on the game thread prior to simulation

code: void FillContext ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaTime, [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * InOutContext )


code: void FillContext ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, float InDeltaTime, [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * InOutContext, bool bIsInitialization )


description: Called by the engine once per physics tick to gather non-cycle stats (num sim verts etc.) Will not be called if STATS is not defined, not required to be implemented if no need for stats. STAT_NumCloths and STAT_NumClothVerts are already defined and can be incremented, more can be added per simulation. This can be called on any thread, so derived implementations should make sure the gather is safe

code: virtual void GatherStats() const


description: Called by the engine to request data on all active collisions in a simulation. if bIncludeExternal is true, derived implementations should add the asset collisions and any collisions added at runtime, if false only the collisions from the asset should be considered

code: void GetCollisions ( [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) & OutCollisions, bool bIncludeExternal ) const


description: Return the number of simulated cloths. Implementation must be thread safe.

code: virtual int32 GetNumCloths() const


description: Return the number of dynamic (simulated) particles. Implementation must be thread safe.

code: virtual int32 GetNumDynamicParticles() const


description: Return the number of iterations used by the solver. This is the maximum used as an indicative value only, as this could vary between cloths. Implementation must be thread safe.

code: virtual int32 GetNumIterations() const


description: Return the number of kinematic (fixed) particles. Implementation must be thread safe.

code: virtual int32 GetNumKinematicParticles() const


description: Return the number of substeps used by the solver. This is the maximum used as an indicative value only, as this could vary between cloths. Implementation must be thread safe.

code: virtual int32 GetNumSubsteps() const


description: FillFClothSimulDatamap for the clothing simulation. Should fill a map pair per-actor

code: void GetSimulationData ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) > & OutData, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent, [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InOverrideComponent ) const


description: Return the simulation time in ms. Implementation must be thread safe.

code: virtual float GetSimulationTime() const


description: Initialize the simulation, will be called before any Simulate calls

code: void Initialize()


description: Get the bounds of the simulation mesh in local simulation space

code: FBoxSphereBounds GetBounds ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InOwnerComponent ) const


description: Return whether the simulation is teleported. Implementation must be thread safe.

code: virtual bool IsTeleported() const


description: Do any required initialization after all the actors have been loaded


description: Set the maximum number of iterations used by the solver. Implementation is not considered thread safe, and therefore this function must be called at a synchronization point.

code: virtual void SetMaxNumIterations ( int32 )


description: Set the number of iterations used by the solver. Implementation is not considered thread safe, and therefore this function must be called at a synchronization point.

code: virtual void SetNumIterations ( int32 )


description: Set the number of substeps used by the solver. Implementation is not considered thread safe, and therefore this function must be called at a synchronization point.

code: virtual void SetNumSubsteps ( int32 )


description: Called by the engine to detect whether or not the simulation should run, essentially are there any actors that need to simulate in this simulation

code: bool ShouldSimulate() const


description: Shutdown the simulation, this should clear ALL resources as we no longer expect to call any other function on this simulation without first calling Initialize again.

code: void Shutdown()


description: Run a single tick of the simulation. The pointer InContext is guaranteed (when called by the engine) to be the context allocated in CreateContext and can be assumed to be safely castable to any derived type allocated there. New callers should make care to make sure only the correct context is ever passed through

code: void Simulate ( [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * InContext )


description: Update the forces coming from the world.

code: virtual void UpdateWorldForces ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwnerComponent )


code: IClothingSimulation()


code: virtual ~IClothingSimulation()


className: IClothingSimulation

description: Base class for clothing simulators.

code: class IClothingSimulation


code: IClothingSimulationContext()


code: virtual ~IClothingSimulationContext()


description: Return the self collision radius to precomute self collision data.

code: virtual float GetSelfCollisionRadius() const


className: IClothingSimulationContext

description: Empty interface, derived simulation modules define the contents of the context.

code: class IClothingSimulationContext


description: Return wherether to pre-compute inverse masses.

code: virtual bool NeedsInverseMasses() const


description: Return wherether to pre-compute the influences.

code: virtual bool NeedsNumInfluences() const


description: Return the self collision radius if building self collision indices is required for this config, or 0.f otherwise.

code: virtual float NeedsSelfCollisionIndices() const


description: Return wherether to pre-compute self collision data.

code: virtual bool NeedsSelfCollisionData() const


description: Return wherether to pre-compute the long range attachment tethers.

code: virtual bool NeedsTethers() const


description: Return whether tethers need to be calculated using geodesic distances instead of eclidean.

code: virtual bool TethersUseGeodesicDistance() const


code: UClothConfigBase()


code: virtual ~UClothConfigBase()


className: UClothConfigBase

description: Base class for simulator specific simulation controls. Each cloth instance on a skeletal mesh can have a unique cloth config

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


description: Add a new LOD class instance.

code: virtual int32 AddNewLod()


description: Binds a clothing asset submesh to a skeletal mesh section

code: virtual bool BindToSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, const int32 InMeshLodIndex, const int32 InSectionIndex, const int32 InAssetLodIndex )


description: Builds the LOD transition data When we transition between LODs we skin the incoming mesh to the outgoing mesh in exactly the same way the render mesh is skinned to create a smooth swap

code: virtual void BuildLodTransitionData()


description: Builds self collision data

code: virtual void BuildSelfCollisionData()


description: Get the guid identifying this asset

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


description: Get the number of LODs defined in the clothing asset

code: virtual int32 GetNumLods() const


description: Called on the clothing asset when the base data (physical mesh, config etc.) has changed, so any intermediate generated data can be regenerated.

code: virtual void InvalidateAllCachedData()


description: Called on the clothing asset when the base data (physical mesh etc.) has changed, so any intermediate generated data can be regenerated.

code: virtual void InvalidateCachedData()


description: Check the validity of a LOD index

code: virtual bool IsValidLod ( int32 InLodIndex ) const


description: Called after all cloth assets sharing the same simulation are added or loaded

code: virtual void PostUpdateAllAssets()


description: Messages to the clothing asset that the bones in the parent mesh have possibly changed, which could invalidate the bone indices stored in the LOD data.

code: virtual void RefreshBoneMapping ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh )


description: Unbinds this clothing asset from the provided skeletal mesh, will remove all LODs

code: virtual void UnbindFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh )


description: Unbinds this clothing asset from the provided skeletal mesh

code: virtual void UnbindFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, const int32 InMeshLodIndex )


description: Update all extra LOD deformer mappings. This should be called whenever the raytracing LOD bias is changed.

code: virtual void UpdateAllLODBiasMappings ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


className: UClothingAssetBase

description: An interface object for any clothing asset the engine can use. Any clothing asset concrete object should derive from this.

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

AssetGuid

type: FGuid

description: Guid to identify this asset. Will be embedded into chunks that are created using this asset

ImportedFilePath

type: FString

description: If this asset was imported from a file, this will be the original path.


code: virtual void Sync ( [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * Simulation )


description: Creates the runtime interactor object for a clothing simulation. This object will receive events allowing it to write data to the simulation context in a safe manner


className: UClothingInteractor

description: Abstract class to control clothing specific interaction. Must be cast to the end used clothing simulation object before use.

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


description: Create a simulation object for a skeletal mesh to use (seeIClothingSimulation)

code: virtual [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * CreateSimulation()


description: Destroy a simulation object, guaranteed to be a pointer returned from CreateSimulation for this factory.

code: virtual void DestroySimulation ( [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * InSimulation )


description: Return the cloth config type for this cloth factory.

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UClothConfigBase](API\Runtime\ClothingSystemRuntimeInterface\UClothConfigBase) > > GetClothConfigClasses() const


description: Return the default clothing simulation factory class as set by the build or by the p.Cloth.DefaultClothingSimulationFactoryClass console variable if any available. Otherwise return the last registered factory.


description: Return an enum of the weight map targets that can be used with this simulation.

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


description: Given an asset, decide whether this factory can create a simulation to use the data inside (return false if data is invalid or missing in the case of custom data)

code: virtual bool SupportsAsset ( [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * InAsset )


description: Whether or not we provide an interactor object to manipulate the simulation at runtime. If true is returned then CreateInteractormustcreate a valid object to handle this


className: UClothingSimulationFactory

description: Any clothing simulation factory should derive from this interface object to interact with the engine.

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


description: Called to update the cloth config without restarting the simulation.

code: virtual void ClothConfigUpdated()


description: Create a cloth specific interactor.

code: void CreateClothingInteractor ( const [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * ClothingAsset, int32 ClothingId )


description: Destroy all interactors.

code: void DestroyClothingInteractors()


description: Disable any currently set gravity override.

code: virtual void DisableGravityOverride()


description: Set a new gravity override and enable the override.

code: virtual void EnableGravityOverride ( const FVector & InVector )


description: Return a cloth interactor for this simulation.

code: [UClothingInteractor](API\Runtime\ClothingSystemRuntimeInterface\UClothingInteractor) * GetClothingInteractor ( const [FString](API\Runtime\Core\Containers\FString) & ClothingAssetName ) const


description: Return the number of cloths run by the simulation.

code: int32 GetNumCloths() const


description: Return the number of dynamic (simulated) particles.

code: int32 GetNumDynamicParticles() const


description: Return the solver number of iterations. This could be different from the number set if the simulation hasn't updated yet.

code: int32 GetNumIterations() const


description: Return the number of kinematic (animated) particles.

code: int32 GetNumKinematicParticles() const


description: Return the solver number of subdivisions./ This could be different from the number set if the simulation hasn't updated yet.

code: int32 GetNumSubsteps() const


description: Return the instant average simulation time in ms.

code: float GetSimulationTime() const


description: Called to update collision status without restarting the simulation.

code: virtual void PhysicsAssetUpdated()


description: Set the stiffness of the spring force for the animation drive.

code: virtual void SetAnimDriveSpringStiffness ( float InStiffness )


description: Set the maximum number of solver iterations.

code: virtual void SetMaxNumIterations ( int32 MaxNumIterations )


description: Set the number of time dependent solver iterations.

code: virtual void SetNumIterations ( int32 NumIterations )


description: Set the number of substeps or subdivisions.

code: virtual void SetNumSubsteps ( int32 NumSubsteps )


description: Sync the interactor to the provided context for the clothing simulation to use on its next update. This will be called at a time that is guaranteed to never overlap with the running simulation. The simulation will have to be written in a way to pick up these changes on the next update. Any inherited class must call this function to also Sync the ClothingInteractors.

code: virtual void Sync ( [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * Simulation, [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * Context )


className: UClothingSimulationInteractor

description: If a clothing simulation is able to be interacted with at runtime then a derived interactor should be created, and at least the basic API implemented for that simulation. Only write to the simulation and context during the call to Sync, as that is guaranteed to be a safe place to access this data.

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

ClothingInteractors

type: TMap<FName,TO...

description: Cloth interactors currently created.


description: Retrieve a registered vertex weight array by unique

code: [TArray](API\Runtime\Core\Containers\TArray)< float > * GetFloatArray ( const uint32 Id ) const


description: Get ids for all registered weight arrays.

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > GetFloatArrayIds() const


description: Get all registered weight arrays.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< float > * > GetFloatArrays() const


description: Register an

code: void RegisterFloatArray ( const uint32 Id, [TArray](API\Runtime\Core\Containers\TArray)< float > * Array )


description: Created curing asset import or created from a skeletal mesh.

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

BoneData

type: TArray<FClothV...

description: Indices and weights for each vertex, used to skin the mesh to create the reference pose.

Indices

type: TArray< uint32 ...

description: Indices of the simulation mesh triangles.

InverseMasses

type: TArray< float >

description: Inverse mass for each vertex in the physical mesh.

MaxBoneWeights

description: Maximum number of bone weights of any vetex.

Normals

description: Normal at each vertex.

NumFixedVerts

description: Number of fixed verts in the simulation mesh (fixed verts are just skinned and do not simulate)

SelfCollisionIndices

description: Valid indices to use for self collisions (reduced set of Indices)

VertexColors

type: TArray<FColor...

description: Color at each vertex.

Vertices

description: Positions of each simulation vertex.


description: Return a new updated cloth shared config migrated from this current object.

code: virtual [UClothConfigBase](API\Runtime\ClothingSystemRuntimeInterface\UClothConfigBase) * Migrate()


description: These settings are shared between all instances on a skeletal mesh Deprecated, useUClothConfigBaseinstead.

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


description: Migrate from the legacy FClothConstraintSetup structure.

module: ClothingSystemRuntimeNv

code: void MigrateFrom ( const [FClothConstraintSetup_Legacy](API\Runtime\ClothingSystemRuntimeCommon\FClothConstraintSetup_Legacy) & Setup )


description: Migrate to the legacy FClothConstraintSetup structure.

code: void MigrateTo ( [FClothConstraintSetup_Legacy](API\Runtime\ClothingSystemRuntimeCommon\FClothConstraintSetup_Legacy) & Setup ) const


code: FClothConstraintSetupNv()


className: FClothConstraintSetupNv

description: Container for a constraint setup, these can be horizontal, vertical, shear and bend.

code: struct FClothConstraintSetupNv

CompressionLimit

description: The hard limit on how far this constraint can compress.

Stiffness

description: How stiff this constraint is, this affects how closely it will follow the desired position.

StiffnessMultiplier

description: A multiplier affecting the above value.

StretchLimit

description: The hard limit on how far this constraint can stretch.


className: FClothingActorBase

description: Base clothing actor just needs a link back to its parent asset, everything else defined by derived simulation.

code: class FClothingActorBase

AssetCreatedFrom

type: UClothingAssetC...

description: Link back to parent asset.


description: Called by the engine to get the clothing simulation factory associated with this provider for skeletal mesh components (seeUSkeletalMeshComponentconstructor). Returns Factory class for simulations or nullptr to disable clothing simulation


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()


code: FClothingSystemRuntimeModuleNv()


className: FClothingSystemRuntimeModuleNv

code: class FClothingSystemRuntimeModuleNv : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IClothingSimulationFactoryClassProvider](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulat-)


description: Return the collision radius required to calculate the self collision indices, or 0.f if self collision is disabled.

code: virtual float GetSelfCollisionRadius() const


description: Migrate from the legacy FClothConfig structure.

code: virtual void MigrateFrom ( const [FClothConfig_Legacy](API\Runtime\ClothingSystemRuntimeCommon\FClothConfig_Legacy) & ClothConfig )


description: Return whether to pre-compute inverse masses.

code: virtual bool NeedsInverseMasses() const


description: Migrate to the legacy FClothConfig structure.

code: virtual bool MigrateTo ( [FClothConfig_Legacy](API\Runtime\ClothingSystemRuntimeCommon\FClothConfig_Legacy) & ClothConfig ) const


description: Return whether to pre-compute self collision data.

code: virtual bool NeedsSelfCollisionData() const


description: Return whether to pre-compute the long range attachment tethers.

code: virtual bool NeedsTethers() const


description: Update the deprecated properties.

code: virtual void PostLoad()


description: Set up custom version serialization.

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


description: Return whether this Nv config has self collision.

code: bool UseSelfCollisions() const