code: static void LoadCacheData ( [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, [FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime, [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & CacheData )


description: This should only be called from the ClothSolver as a PreSolve callback (when it is safe to write directly to ClothSolver data)

module: ChaosCloth

code: static void PlaybackPreSolve ( [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) & InCache, [FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime, [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & TickRecord, [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) & ClothSolver )


className: PositionXName

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


className: PositionYName

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


className: PositionZName

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


description: This should only be called from the ClothSolver as a PostSolve callback (when it is safe to read directly from ClothSolver data)

code: static void RecordPostSolve ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) & ClothSolver, [FPendingFrameWrite](API\Plugins\ChaosCaching\Chaos\FPendingFrameWrite) & OutFrame, [FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime )


className: ReferenceTransformsName

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


className: VelocityXName

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


className: VelocityYName

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


className: VelocityZName

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


className: FClothingCacheSchema

code: struct FClothingCacheSchema


code: FClothingPatternData ( int32 InNumParticles, const TConstArrayView< uint32 > & InIndices, const TConstArrayView< FVector2f > & InPatternPositions, const TConstArrayView< uint32 > & InPatternIndices, const TConstArrayView< uint32 > & InPatternToWeldedIndices )


className: FClothingPatternData

code: struct FClothingPatternData

PatternPositions

type: const TConstArr...

PatternTriangleMesh

type: FTriangleMesh

WeldedFaceVertexPatternPositions

type: TArray<TVec3< ...


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


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: virtual void ClearExternalCollisions()


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


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


code: void DebugDrawAnimDrive ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawAnimMeshWired ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawAnimNormals ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawBackstopDistances ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawBackstops ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawBendingConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawBounds ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawCollision ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawEdgeConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawElementIndices ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView ) const


code: void DebugDrawGravity ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawLocalSpace ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawLongRangeConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawMaxDistances ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawMaxDistanceValues ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView ) const


code: void DebugDrawParticleIndices ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView ) const


description: Editor only debug draw function.

code: void DebugDrawPhysMeshShaded ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


description: Editor & runtime debug draw functions.

code: void DebugDrawPhysMeshWired ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawPointNormals ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawPointVelocities ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawSelfCollision ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawSelfIntersection ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DebugDrawWindAndPressureForces ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


description: Deprecated* DebugDrawWindForces has been renamed DebugDrawWindAndPressureForces.

code: void DebugDrawWindForces ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


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

code: virtual void DestroyActors()


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

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


description: Return bounds in local space (or in world space if InOwnerComponent is null).

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


code: [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * GetCloth ( int32 ClothId )


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: virtual 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: virtual 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: virtual void Initialize()


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

code: virtual bool IsTeleported() const


description: Function to be called if any of the assets' configuration parameters have changed.

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


description: Function to be called if any of the assets' physics assets changes (colliders) This seems to only happen whenUPhysicsAsset::RefreshPhysicsAssetChangeis called with bFullClothRefresh set to false during changes created using the viewport manipulators.

code: void RefreshPhysicsAsset()


code: void SetGravityOverride ( const FVector & InGravityOverride )


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: virtual 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: virtual 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: virtual 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: virtual ~FClothingSimulation()


className: FClothingSimulation

code: class FClothingSimulation : public [FClothingSimulationCommon](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCommon)

FSkeletalMeshCacheAdapter

type: friend


code: void Add ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver )


code: void AddCollider ( [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) * InCollider )


description: Return the current bounding box based on a given solver, not thread safe, call must be done right after the solver update.

code: [FAABB3](API\Runtime\Chaos\Chaos\FAABB3) CalculateBoundingBox ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


className: EMassMode

code: enum EMassMode { UniformMass, TotalMass, Density, }


code: void Add &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth, int32 LODIndex &41;


code: void Enable &40; FClothingSimulationSolver &42; Solver, bool bEnable &41; const


code: void ResetStartPose &40; FClothingSimulationSolver &42; Solver &41; const


code: void Remove &40; FClothingSimulationSolver &42; Solver &41;


code: void Update &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth &41;


code: void UpdateNormals &40; FClothingSimulationSolver &42; Solver &41; const


code: FLODData &40; int32 InNumParticles, const TConstArrayView< uint32 > & InIndices, const TConstArrayView< FVector2f > & InPatternPositions, const TConstArrayView< uint32 > & InPatternIndices, const TConstArrayView< uint32 > & InPatternToWeldedIndices, TMap< FString, TConstArrayView< FRealSingle >> && InWeightMaps, const TArray< TConstArrayView< TTuple< int32, int32, FRealSingle >>> & InTethers &41;


className: FLODData

code: struct FLODData

NumParticles

type: const int32

PatternData

type: constFClothing...

SolverData

type: TMap<FClothing...

Tethers

type: constTArray< T...

WeightMaps

type: constTMap<FSt...


description: Return the solver's input normals for this cloth source current LOD, not thread safe, call must be done right after the solver update.

code: TConstArrayView< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > GetAnimationNormals ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


code: TConstArrayView< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > GetAnimationPositions ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Deprecated* Get properties directly throughFClothingSimulationConfig

code: void GetAnimDriveProperties ( [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & OutAnimDriveStiffness, [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & OutAnimDriveDamping )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) * > & GetColliders() const


code: [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) * GetConfig() const


description: Return the current gravity as applied by the solver using the various overrides, not thread safe, call must be done right after the solver update.

code: [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > GetGravity ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


code: uint32 GetLODIndex ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the current LOD num particles, or 0 if no LOD is currently selected.

code: int32 GetNumParticles ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


code: int32 GetNumParticles &40; int32 InLODIndex &41; const


description: Return the current LOD offset in the solver's particle array, or INDEX_NONE if no LOD is currently selected.

code: int32 GetOffset ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


code: int32 GetOffset &40; const FClothingSimulationSolver &42; Solver, int32 InLODIndex &41; const


description: Return the solver's inverse masses for this cloth current LOD, not thread safe, call must be done right after the solver update.

code: TConstArrayView< [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) > GetParticleInvMasses ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the solver's normals for this cloth current LOD, not thread safe, call must be done right after the solver update.

code: TConstArrayView< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > GetParticleNormals ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the solver's positions for this cloth current LOD, not thread safe, call must be done right after the solver update.

code: TConstArrayView< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > GetParticlePositions ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the solver's velocities for this cloth current LOD, not thread safe, call must be done right after the solver update.

code: TConstArrayView< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > GetParticleVelocities ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the local reference space transform for this cloth.

code: const [FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & GetReferenceSpaceTransform() const


description: Return the current LOD tethers.

code: const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [TTuple](API\Runtime\Core\Misc\TTuple)< int32, int32, float > > > & GetTethers ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the current LOD mesh.

code: const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & GetTriangleMesh ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


description: Return the weight map of the specified name if available on the current LOD, or an empty array view otherwise.

code: TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > GetWeightMapByName ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FString](API\Runtime\Core\Containers\FString) & Name ) const


description: Return the weight map of the specified property name if it exists and is available on the current LOD, or an empty array view otherwise.

code: TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > GetWeightMapByProperty ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FString](API\Runtime\Core\Containers\FString) & Property ) const


description: Deprecated* Returns an empty array from 5.3. Update your code with GetWeightMapByName and GetWeightMapByProperty to return the current LOD weight map instead.

code: const [TArray](API\Runtime\Core\Containers\TArray)< TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > > & GetWeightMaps ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver ) const


code: [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) & operator= ( const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) & )


code: [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) & operator= ( [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) && )


code: void PostUpdate ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver )


description: Return the reference bone index for this cloth.

code: int32 GetReferenceBoneIndex() const


code: void PreUpdate ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver )


code: void Remove ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver )


code: void RemoveCollider ( [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) * InCollider )


description: Deprecated* Set properties directly throughFClothingSimulationConfig

code: void SetAerodynamicsProperties ( const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InDrag, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InLift, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InAirDensity, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & InWindVelocity )


code: void SetAnimDriveProperties ( const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InAnimDriveStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InAnimDriveDamping )


code: void SetBackstopProperties ( bool bInEnableBackstop )


code: void SetColliders ( [TArray](API\Runtime\Core\Containers\TArray)< [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) * > && InColliders )


code: void SetCollisionProperties ( [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InCollisionThickness, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InFrictionCoefficient, bool bInUseCCD, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InSelfCollisionThickness )


code: void SetDampingProperties ( [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InDampingCoefficient, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InLocalDampingCoefficient )


code: void SetConfig ( [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) * InConfig )


code: void SetGravityProperties ( [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InGravityScale, bool bInUseGravityOverride, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & InGravityOverride )


code: void SetLongRangeAttachmentProperties ( const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InTetherStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InTetherScale )


code: void SetMaterialProperties ( const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InEdgeStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InBendingStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InAreaStiffness )


code: void SetMaxDistancesMultiplier ( [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InMaxDistancesMultiplier )


code: void SetMesh ( [FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) * InMesh )


code: void SetPressureProperties ( const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InPressure )


code: void SetVelocityScaleProperties ( const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & InLinearVelocityScale, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InAngularVelocityScale, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InFictitiousAngularScale )


code: void Update ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver )


code: void UpdateFromCache ( const [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & CacheData )


code: FClothingSimulationCloth ( const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) & )


code: FClothingSimulationCloth ( [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) * InConfig, PRAGMA_DISABLE_DEPRECATION_WARNINGS[FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) * InMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) * > && InColliders, uint32 InGroupId )


code: FClothingSimulationCloth ( [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) && )


description: Deprecated* Use config based constructor instead.

code: FClothingSimulationCloth ( PRAGMA_DISABLE_DEPRECATION_WARNINGS[FClothingSimulationMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationMesh) * InMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) * > && InColliders, uint32 InGroupId, [EMassMode](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth\EMassMode) InMassMode, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InMassValue, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InMinPerParticleMass, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InEdgeStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InBendingStiffness, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InBucklingRatio, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InBucklingStiffness, bool bInUseBendingElements, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InAreaStiffness, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InVolumeStiffness, bool bInUseThinShellVolumeConstraints, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InTetherStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InTetherScale, PRAGMA_DISABLE_DEPRECATION_WARNINGS[ETetherMode](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth\ETetherMode) InTetherMode, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InMaxDistancesMultiplier, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InAnimDriveStiffness, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InAnimDriveDamping, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InShapeTargetStiffness, bool bInUseXPBDEdgeConstraints, bool bInUseXPBDBendingConstraints, bool bInUseXPBDAreaConstraints, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InGravityScale, bool bIsGravityOverridden, const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InGravityOverride, const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InLinearVelocityScale, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InAngularVelocityScale, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InFictitiousAngularScale, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InDrag, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InLift, bool bInUsePointBasedWindModel, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InPressure, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InDampingCoefficient, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InLocalDampingCoefficient, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InCollisionThickness, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InFrictionCoefficient, bool bInUseCCD, bool bInUseSelfCollisions, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InSelfCollisionThickness, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InSelfCollisionFrictionCoefficient, bool bInUseSelfIntersections, bool bInUseLegacyBackstop, bool bInUseLODIndexOverride, int32 InLODIndexOverride, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & EdgeDampingRatio, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & BendDampingRatio )


className: FClothingSimulationCloth

description: Cloth simulation node.

code: class FClothingSimulationCloth


code: void Add ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth )


className: ECollisionDataType

code: enum ECollisionDataType { LODless = 0, External, LODs, }


code: void Add &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth, const FClothCollisionData & InClothCollisionData, const TArray< FLevelSetCollisionData > & InLevelSetCollisionData, const TArray< FSkinnedLevelSetCollisionData > & InSkinnedLevelSetCollisionData, const FReal InScale, const TArray< int32 > & UsedBoneIndices &41;


code: void Enable &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth, bool bEnable &41;


code: static int32 GetMappedBoneIndex &40; const TArray< int32 > & UsedBoneIndices, int32 BoneIndex &41;


code: void Remove &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth &41;


code: void ResetStartPose &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth &41;


code: void Update &40; FClothingSimulationSolver &42; Solver, FClothingSimulationCloth &42; Cloth, const FTransform & ComponentTransform, const TArray< FTransform > & BoneTransforms &41;


code: struct FLODData

ClothCollisionData

type: FClothCollision...

Offsets

type: TMap<FSolverCl...


className: FSolverClothPair

code: typedef TPair< const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) *, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * > FSolverClothPair


description: Return source (untransformed) collision data for LODless, external and active LODs.

code: [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) GetCollisionData ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth ) const


description: Return current active LOD collision geometries, not thread safe, to use after solver update.

code: TConstArrayView< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > > GetCollisionGeometries ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth, [ECollisionDataType](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider\ECollisionDataType) CollisionDataType ) const


description: Return current active LOD collision particles rotations, not thread safe, to use after solver update.

code: TConstArrayView< [Softs::FSolverRotation3](API\Runtime\Chaos\Chaos\FSolverRotation3) > GetCollisionRotations ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth, [ECollisionDataType](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider\ECollisionDataType) CollisionDataType ) const


description: Return whether the collision has been hit by a particle during CCD.

code: TConstArrayView< bool > GetCollisionStatus ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth, [ECollisionDataType](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider\ECollisionDataType) CollisionDataType ) const


code: TConstArrayView< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > GetCollisionTranslations ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth, [ECollisionDataType](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider\ECollisionDataType) CollisionDataType ) const


code: int32 GetNumGeometries() const


code: int32 GetNumGeometries &40; int32 InSlotIndex &41; const


description: Return current active LOD previous frame collision particles transforms, not thread safe, to use after solver update.

code: TConstArrayView< [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) > GetOldCollisionTransforms ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth, [ECollisionDataType](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider\ECollisionDataType) CollisionDataType ) const


code: [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) & operator= ( const [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) & )


code: [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) & operator= ( [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) && )


code: void PreUpdate ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth )


code: void Remove ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth )


code: void ResetStartPose ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth )


code: void SetCollisionData ( const [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) * InCollisionData )


code: void Update ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * Solver, [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * Cloth )


code: FClothingSimulationCollider ( const [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) & )


code: FClothingSimulationCollider ( [FClothingSimulationCollider](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCollider) && )


code: FClothingSimulationCollider ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) * InReferenceSkeleton )


description: Deprecated* UseFClothingSimulationCollider(const UPhysicsAssetInPhysicsAsset, const FReferenceSkeletonInReferenceSkeleton)instead.

code: FClothingSimulationCollider ( const [UClothingAssetCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon) * InAsset, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, bool bInUseLODIndexOverride, int32 InLODIndexOverride )


code: ~FClothingSimulationCollider()


className: FClothingSimulationCollider

description: Collider simulation node.

code: class FClothingSimulationCollider


code: template<typename FunctionType> void ForAllProperties ( FunctionType Func )


code: template<typename FunctionType> void ForAllProperties ( FunctionType Func ) const


description: Return a property collection facade for reading properties from this configuration.

code: const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & GetProperties() const


code: const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & GetProperties ( int32 LODIndex ) const


description: Return a property collection facade for setting properties for this configuration.

code: [Softs::FCollectionPropertyFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyFacade) & GetProperties ( int32 LODIndex )


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


description: Return this configuration's internal property collection.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > GetPropertyCollection ( int32 LODIndex ) const


description: Initialize config from a property collection.

code: void Initialize ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & InPropertyCollection )


description: Initialize config from an array of property collections (one per LOD).

code: void Initialize ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) >> & InPropertyCollections )


description: Initialize configuration from cloth config UObjects.

code: void Initialize ( const [UChaosClothConfig](API\Plugins\ChaosCloth\ChaosCloth\UChaosClothConfig) * ClothConfig, const [UChaosClothSharedSimConfig](API\Plugins\ChaosCloth\ChaosCloth\UChaosClothSharedSimConfig) * ClothSharedConfig, bool bUseLegacyConfig )


code: bool IsLegacySingleLOD() const


code: [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) & operator= ( const [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) & )


code: [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) & operator= ( [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) && )


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


code: FClothingSimulationConfig ( const [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) & )


description: Deprecated* UseTArrayversion of this constructor.

code: FClothingSimulationConfig ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & InPropertyCollection )


className: FClothingSimulationConfig

description: Cloth simulation properties.

code: class FClothingSimulationConfig


code: virtual const [UClothingAssetCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon) * GetAsset() const


code: virtual TConstArrayView< int32 > GetBoneMap() const


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


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


code: virtual const FTransform & GetComponentToWorldTransform() const


code: FClothingSimulationConfig ( [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) && )


code: virtual TConstArrayView< uint32 > GetIndices ( int32 LODIndex ) const


code: virtual int32 GetLODIndex() const


code: virtual TConstArrayView< FVector3f > GetNormals ( int32 LODIndex ) const


code: virtual int32 GetNumLODs() const


code: virtual int32 GetNumPatternPoints ( int32 LODIndex ) const


code: virtual int32 GetNumPoints ( int32 LODIndex ) const


code: virtual int32 GetOwnerLODIndex ( int32 LODIndex ) const


code: virtual TConstArrayView< uint32 > GetPatternIndices ( int32 LODIndex ) const


code: virtual TConstArrayView< FVector2f > GetPatternPositions ( int32 LODIndex ) const


code: virtual TConstArrayView< FVector3f > GetPositions ( int32 LODIndex ) const


code: virtual int32 GetReferenceBoneIndex() const


code: virtual FTransform GetReferenceBoneTransform() const


code: virtual TConstArrayView< uint32 > GetPatternToWeldedIndices ( int32 LODIndex ) const


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


code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetSkeletalMeshComponent() const


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


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


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


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


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


code: virtual bool IsValidLODIndex ( int32 LODIndex ) const


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


code: [FClothingSimulationSkeletalMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSkeletalMesh) & operator= ( const [FClothingSimulationSkeletalMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSkeletalMesh) & )


code: [FClothingSimulationSkeletalMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSkeletalMesh) & operator= ( [FClothingSimulationSkeletalMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSkeletalMesh) && )


code: FClothingSimulationSkeletalMesh ( const [FClothingSimulationSkeletalMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSkeletalMesh) & )


code: FClothingSimulationSkeletalMesh ( [FClothingSimulationSkeletalMesh](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSkeletalMesh) && )


code: FClothingSimulationSkeletalMesh ( const [UClothingAssetCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothingAssetCommon) * InAsset, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )


className: FClothingSimulationSkeletalMesh

code: class FClothingSimulationSkeletalMesh : public FClothingSimulationMesh


code: void AddCloth ( [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * InCloth )


code: int32 AddCollisionParticles ( int32 NumCollisionParticles, uint32 GroupId, int32 RecycledOffset )


description: Add external forces to the particles.

code: void AddExternalForces ( uint32 GroupId, bool bUseLegacyWind )


code: int32 AddParticles ( int32 NumParticles, uint32 GroupId )


code: void EnableCollisionParticles ( int32 Offset, bool bEnable )


description: Disables all Cloths gravity override mechanism.

code: void EnableClothGravityOverride ( bool bInIsClothGravityOverrideEnabled )


code: void EnableParticles ( int32 Offset, bool bEnable )


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetAnimationNormals ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetAnimationNormals ( int32 Offset ) const


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetAnimationPositions ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetAnimationPositions ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetAnimationVelocities ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetAnimationVelocities ( int32 Offset )


code: const [FClothConstraints](API\Plugins\ChaosCloth\ChaosCloth\FClothConstraints) & GetClothConstraints ( int32 Offset ) const


code: [FClothConstraints](API\Plugins\ChaosCloth\ChaosCloth\FClothConstraints) & GetClothConstraints ( int32 Offset )


code: TConstArrayView< const [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * > GetCloths() const


code: const [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) * GetCollisionBaseTransforms ( int32 Offset ) const


code: [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) * GetCollisionBaseTransforms ( int32 Offset )


code: const int32 * GetCollisionBoneIndices ( int32 Offset ) const


code: int32 * GetCollisionBoneIndices ( int32 Offset )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & GetCollisionContacts() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) > & GetCollisionNormals() const


code: const [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > * GetCollisionGeometries ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetCollisionParticleXs ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetCollisionParticleXs ( int32 Offset ) const


code: const [Softs::FSolverRotation3](API\Runtime\Chaos\Chaos\FSolverRotation3) * GetCollisionParticleRs ( int32 Offset ) const


code: [Softs::FSolverRotation3](API\Runtime\Chaos\Chaos\FSolverRotation3) * GetCollisionParticleRs ( int32 Offset )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) > & GetCollisionPhis() const


code: const bool * GetCollisionStatus ( int32 Offset ) const


code: const [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) * GetCollisionTransforms ( int32 Offset ) const


code: [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) * GetCollisionTransforms ( int32 Offset )


description: Get the solver configuration.

code: [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) * GetConfig() const


description: Return the last delta time used for advancing the simulation.


code: const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & GetGravity() const


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetInterpolatedAnimationPositions ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetInterpolatedAnimationPositions ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetInterpolatedAnimationNormals ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetInterpolatedAnimationNormals ( int32 Offset )


code: const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetLocalSpaceLocation() const


code: const [FRotation3](API\Runtime\ChaosCore\Chaos\FRotation3) & GetLocalSpaceRotation() const


code: int32 GetMaxNumIterations() const


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetNormals ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetNormals ( int32 Offset )


code: int32 GetNumIterations() const


code: uint32 GetNumParticles() const


description: Return the actual of number of iterations used by the Evolution solver after the update (different from the number of iterations, depends on frame rate)

code: int32 GetNumUsedIterations() const


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetOldAnimationNormals ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetOldAnimationNormals ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetOldAnimationPositions ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetOldAnimationPositions ( int32 Offset )


code: const [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) * GetOldCollisionTransforms ( int32 Offset ) const


code: [Softs::FSolverRigidTransform3](API\Runtime\Chaos\Chaos\FSolverRigidTransform3) * GetOldCollisionTransforms ( int32 Offset )


code: const [Softs::FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) * GetParticleInvMasses ( int32 Offset ) const


code: const [Softs::FPAndInvM](API\Runtime\Chaos\Chaos\FPAndInvM) * GetParticlePandInvMs ( int32 Offset ) const


code: [Softs::FPAndInvM](API\Runtime\Chaos\Chaos\FPAndInvM) * GetParticlePandInvMs ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetParticleVs ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetParticleVs ( int32 Offset )


code: const [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetParticleXs ( int32 Offset ) const


code: [Softs::FSolverVec3](API\Runtime\Chaos\Chaos\FSolverVec3) * GetParticleXs ( int32 Offset )


code: const [FPerSolverFieldSystem](API\Runtime\Chaos\PhysicsProxy\FPerSolverFieldSystem) & GetPerSolverField() const


description: -Field interface -


description: Get the current solver time.


code: const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & GetWindVelocity() const


description: Return the wind velocity and pressure field associated with a given group id.

code: const [Softs::FVelocityAndPressureField](API\Runtime\Chaos\Chaos\FVelocityAndPressureField) & GetWindVelocityAndPressureField ( uint32 GroupId ) const


code: [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) & operator= ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) & )


code: [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) & operator= ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) && )


code: void RefreshCloth ( [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * InCloth )


code: void RemoveCloth ( [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * InCloth )


code: void ResetCollisionStartPose ( int32 Offset, int32 NumCollisionParticles )


code: void ResetStartPose ( int32 Offset, int32 NumParticles )


code: void SetCloths ( [TArray](API\Runtime\Core\Containers\TArray)< [FClothingSimulationCloth](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationCloth) * > && InCloths )


code: void SetCollisionGeometry ( int32 Offset, int32 Index, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > && Geometry )


description: Set the solver configuration. Can use a cloth config if a single cloth is being simulated.

code: void SetConfig ( [FClothingSimulationConfig](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationConfig) * InConfig )


code: void SetEnableSolver ( bool InbEnableSolver )


code: void SetGravity ( const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InGravity )


description: Set per group gravity, used to override solver's gravity. Must be called during cloth update.

code: void SetGravity ( uint32 GroupId, const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & Gravity )


code: void SetLocalSpaceLocation ( const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & InLocalSpaceLocation, bool bReset )


code: void SetLocalSpaceRotation ( const FQuat & InLocalSpaceRotation )


description: Deprecated* Set properties directly throughFClothingSimulationConfig

code: void SetMaxNumIterations ( int32 InMaxNumIterations )


code: void SetNumSubsteps ( int32 InNumSubsteps )


code: void SetNumIterations ( int32 InNumIterations )


code: void SetParticleMassFromTotalMass ( int32 Offset, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) TotalMass, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) MinPerParticleMass, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & Mesh, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(int32)> & KinematicPredicate )


code: void SetParticleMassFromDensity ( int32 Offset, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) Density, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) MinPerParticleMass, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & Mesh, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(int32)> & KinematicPredicate )


code: void SetParticleMassUniform ( int32 Offset, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) UniformMass, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) MinPerParticleMass, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & Mesh, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(int32)> & KinematicPredicate )


description: Set general cloth simulation properties.

code: void SetProperties ( uint32 GroupId, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) DampingCoefficient, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) MotionDampingCoefficient, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) CollisionThickness, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) FrictionCoefficient )


description: Set the amount of velocity allowed to filter from the given change in reference space transform, including local simulation space.

code: void SetReferenceVelocityScale ( uint32 GroupId, const [FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & OldReferenceSpaceTransform, const [FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & ReferenceSpaceTransform, const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & LinearVelocityScale, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) AngularVelocityScale, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) FictitiousAngularScale )


code: void SetSolverLOD ( int32 LODIndex )


description: Set whether to use continuous collision detection.

code: void SetUseCCD ( uint32 GroupId, bool bUseCCD )


code: void SetVelocityScale ( [FReal](API\Runtime\ChaosCore\Chaos\FReal) InVelocityScale )


description: Set the geometry affected by the wind and pressure.

code: void SetWindAndPressureGeometry ( uint32 GroupId, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriangleMesh, const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & PropertyCollection, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >> & WeightMaps )


code: void SetWindAndPressureGeometry ( uint32 GroupId, const [FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriangleMesh, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & DragMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & LiftMultipliers, const TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & PressureMultipliers )


description: Set the wind and pressure properties.

code: void SetWindAndPressureProperties ( uint32 GroupId, const [Softs::FCollectionPropertyConstFacade](API\Runtime\Chaos\Chaos\FCollectionPropertyConstFacade) & PropertyCollection, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), TConstArrayView< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) >> & WeightMaps, bool bEnableAerodynamics )


code: void SetWindAndPressureProperties ( uint32 GroupId, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & Drag, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & Lift, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) FluidDensity, const [TVec2](API\Runtime\ChaosCore\Chaos\TVec2)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & Pressure )


code: void SetWindVelocity ( const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InWindVelocity, [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) InLegacyWindAdaption )


description: Set per group wind velocity, used to override solver's wind velocity. Must be called during cloth update.

code: void SetWindVelocity ( uint32 GroupId, const [TVec3](API\Runtime\ChaosCore\Chaos\TVec3)< [FRealSingle](API\Runtime\ChaosCore\Chaos\FRealSingle) > & InWindVelocity )


description: Advance the simulation.

code: void Update ( [FSolverReal](API\Runtime\Chaos\Chaos\Evolution\FSolverReal) InDeltaTime )


description: Set the cached positions onto the particles

code: void UpdateFromCache ( const [FClothingSimulationCacheData](API\Runtime\ClothingSystemRuntimeCommon\FClothingSimulationCacheData) & CacheData )


description: Deprecated* Use UpdateFromCache(CacheData) instead

code: void UpdateFromCache ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & CachedPositions, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & CachedVelocities )


code: FClothingSimulationSolver ( const [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) & )


code: FClothingSimulationSolver ( [FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) && )


code: void DrawAnimDrive ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


className: FClothingSimulationSolver

description: Solver simulation node.

code: class FClothingSimulationSolver : public [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents)


code: void DrawAnimMeshWired ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawBackstops ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawAnimNormals ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawBackstopDistances ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawBendingConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void DrawBounds ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawCollision ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawEdgeConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawElementIndices ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView ) const


code: void DrawGravity ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawInpaintWeightsMatched ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawLocalSpace ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawLongRangeConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawMaxDistances ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawOpenEdges ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawMaxDistanceValues ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView ) const


code: void DrawParticleIndices ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView ) const


description: Editor only functions.

code: void DrawPhysMeshShaded ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawPhysMeshWired ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawPointNormals ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawPointVelocities ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawSelfCollision ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawSelfIntersection ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawWeightMap ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: void DrawWindAndPressureForces ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


description: Overload this method to report a name for your referencer

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


description: Editor & runtime functions.

code: void SetSolver ( const ::[Chaos::FClothingSimulationSolver](API\Plugins\ChaosCloth\ChaosCloth\FClothingSimulationSolver) * InSolver )


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


code: virtual ~FClothVisualization()


className: FClothVisualization

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


className: IChaosClothModuleInterface

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


description: Return the mass value, from whichever mass mode (Density, UniformMass, or TotalMass) is selected.

code: float GetMassValue() const


description: Migrate from the legacy FClothConfig structure.

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


description: Migrate from shared config.

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


description: Return wherether to pre-compute Inverse Masses.

code: virtual bool NeedsInverseMasses() const


description: Return wherether to pre-compute the Long Range Attachment tethers.

code: virtual bool NeedsTethers() const


description: PostLoad override used to deal with updates/changes in properties.

code: virtual void PostLoad()


description: Serialize override used to set the current custom version.

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


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

code: virtual bool TethersUseGeodesicDistance() const


description: Deprecated. This function cannot set different Low and High values for the Drag and Lift weight maps. Use SetWind instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Wind Drag Lift Coefficient")) void SetAerodynamics ( float DragCoefficient, float LiftCoefficient, FVector WindVelocity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos")) void ResetAndTeleport ( bool bReset, bool bTeleport )


className: UChaosClothConfig

description: Holds initial, asset level config for clothing actors.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Collision), MinimalAPI) class UChaosClothConfig : public [UClothConfigCommon](API\Runtime\ClothingSystemRuntimeCommon\UClothConfigCommon)

AngularVelocityScale

type: float

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

AnimDriveDamping

type: FChaosClothWeig...

description: The damping amount of the anim drive.

AnimDriveStiffness

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

AreaStiffnessWeighted

description: The stiffness of the surface area preservation constraints.

BendingStiffnessWeighted

description: The Stiffness of cross segments and bending elements constraints.

BucklingRatio

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

BucklingStiffnessWeighted

description: Bending will use this stiffness instead of Bending Stiffness once the cloth has buckled, i.e., bent beyond a certain angle.

bUseBendingElements

type: bool

description: Enable the more accurate bending element constraints instead of the faster cross-edge spring constraints used for controlling bending stiffness.

bUseCCD

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

bUseContinuousCollisionDetection

description: Enable continuous collision detection.

bUseGeodesicDistance

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

bUseGravityOverride

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

bUseLegacyBackstop

description: This parameter is automatically set by the migration code.

bUseSelfCollisions

description: Enable self collision repulsion forces (point-face).

bUseSelfIntersections

description: Enable self intersection resolution.

bUseTetrahedralConstraints

description: Enable tetrahedral constraints.

bUseThinShellVolumeConstraints

description: Enable thin shell volume constraints.

CollisionThickness

description: The added thickness of collision shapes.

DampingCoefficient

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

Density

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

Drag

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

EdgeStiffnessWeighted

description: The Stiffness of segments constraints.

FictitiousAngularScale

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

FrictionCoefficient

description: Friction coefficient for cloth - collider interaction.

Gravity

type: FVector

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

GravityScale

description: Scale factor applied to the world gravity and also to the clothing simulation interactor gravity. Does not affect the gravity if set using the override below.

Lift

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

LinearVelocityScale

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

LocalDampingCoefficient

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

MassMode

type: EClothMassMode

description: How cloth particle mass is determined

MinPerParticleMass

description: This is a lower bound to cloth particle masses.

Pressure

description: Pressure force strength applied in the normal direction(use negative value to push toward backface) If an enabled Weight Map (Mask with values in the range [0;1]) targeting the "Pressure" is added to the cloth, then both the Low and High values will be used in conjunction with the per particle Weight stored in the Weight Map to interpolate the final value from them.

SelfCollisionFriction

description: Friction coefficient for cloth - cloth interaction.

SelfCollisionThickness

description: The radius of the spheres used in self collision.

ShapeTargetStiffness

description: The stiffness of the shape target constraints.

TetherScale

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

TetherStiffness

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

TotalMass

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

UniformMass

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

VolumeStiffness

description: The stiffness of the volume preservation constraints.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Stiffness Damping")) void SetAnimDrive ( FVector2D AnimDriveStiffness, FVector2D AnimDriveDamping )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Stiffness")) void SetAnimDriveLinear ( float AnimDriveStiffness )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Backstop Enable Disable Use")) void SetBackstop ( bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Self Thickness Friction Coefficient")) void SetCollision ( float CollisionThickness, float FrictionCoefficient, bool bUseCCD, float SelfCollisionThickness )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Coefficient")) void SetDamping ( float DampingCoefficient, float LocalDampingCoefficient )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Tether Stiffness Scale")) void SetLongRangeAttachmentLinear ( float TetherStiffness, float TetherScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Scale Override")) void SetGravity ( float GravityScale, bool bIsGravityOverridden, FVector GravityOverride )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Tether Stiffness Scale")) void SetLongRangeAttachment ( FVector2D TetherStiffness, FVector2D TetherScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Edge Bending Area Stiffness")) void SetMaterial ( FVector2D EdgeStiffness, FVector2D BendingStiffness, FVector2D AreaStiffness )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Edge Bending Area Stiffness")) void SetMaterialLinear ( float EdgeStiffness, float BendingStiffness, float AreaStiffness )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Pressure")) void SetPressure ( FVector2D Pressure )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Linear Angular Velocity Scale")) void SetVelocityScale ( FVector LinearVelocityScale, float AngularVelocityScale, float FictitiousAngularScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ClothingSimulation, Meta=(Keywords="Chaos Wind Drag Lift Coefficient Air Density Velocity")) void SetWind ( FVector2D Drag, FVector2D Lift, float AirDensity, FVector WindVelocity )


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


className: UChaosClothingInteractor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, MinimalAPI) class UChaosClothingInteractor : public [UClothingInteractor](API\Runtime\ClothingSystemRuntimeInterface\UClothingInteractor)


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


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

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


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: UChaosClothingSimulationFactory


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

code: virtual void ClothConfigUpdated()


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: 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 )


className: UChaosClothingSimulationInteractor


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 )


description: Migrate from the legacy FClothConfig structure.

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


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

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


description: PostLoad override used to deal with updates/changes in properties.

code: virtual void PostLoad()


description: Serialize override used to set the current custom version.

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


code: virtual ~UChaosClothSharedSimConfig()


className: UChaosClothSharedSimConfig

description: Chaos config settings shared between all instances of a skeletal mesh. UnlikeUChaosClothConfig, these settings contain common cloth simulation parameters that cannot change between the various clothing assets assigned to a specific skeletal mesh.UChaosClothConfig.

bUseLocalSpaceSimulation

description: Enable local space simulation to help with jitter due to floating point precision errors if the character is far away from the world origin.

bUseXPBDConstraints

description: Enable the XPBD constraints that resolve stiffness independently from the number of iterations Experimental, this feature might be removed without warning, not for production use

IterationCount

description: The number of time step dependent solver iterations.

MaxIterationCount

description: The maximum number of solver iterations.

SubdivisionCount

description: The number of solver substeps.


description: Set the skinning weights for all of the sim/render vertices in ClothCollection to be bound to the root node.

module: ChaosClothAsset

code: static void BindMeshToRootBone ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection, bool bBindSimMesh, bool bBindRenderMesh )


description: Remove (topologically) degenerate triangles. Remove any vertices that aren't in a triangle. Compact any lookup arrays that contain INDEX_NONEs. Remove any empty patterns.

code: static void CleanupAndCompactMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection )


description: Unwrap and build SimMesh data from a DynamicMesh

code: static void BuildSimMeshFromDynamicMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection, const [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & DynamicMesh, int32 UVChannelIndex, const FVector2f & UVScale, bool bAppend )


description: Turn the sim mesh portion of this ClothCollection into a render mesh.

code: static void CopySimMeshToRenderMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection, const [FString](API\Runtime\Core\Containers\FString) & RenderMaterialPathName, bool bSingleRenderPattern )


description: Delete the render mesh data.

code: static void DeleteRenderMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection )


description: Delete the sim mesh data.

code: static void DeleteSimMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection )


description: Remove all tethers.

code: static void DeleteTethers ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection )


description: Return whether at least one pattern of this collection has any faces to render.

code: static bool HasRenderMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection )


description: Return whether at least one pattern of this collection has any faces to simulate.

code: static bool HasSimMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection )


description: Reverse the mesh normals. Will reverse all normals if pattern selection is empty.

code: static void ReverseMesh ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) > & ClothCollection, bool bReverseSimMeshNormals, bool bReverseSimMeshWindingOrder, bool bReverseRenderMeshNormals, bool bReverseRenderMeshWindingOrder, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SimPatternSelection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RenderPatternSelection )


className: FClothGeometryTools

description: Geometry tools operating on cloth collections.

code: struct FClothGeometryTools


code: static constexpr int32 GetBaseElementIndex()


code: int32 GetElementIndex() const


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

code: int32 GetNumRenderFaces() const


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

code: int32 GetNumRenderVertices() const


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

code: int32 GetPatternIndex() const


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


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


code: TConstArrayView< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > GetRenderColor() const


description: Return the render faces offset for this pattern in the render faces

code: int32 GetRenderFacesOffset() const


code: TConstArrayView< FIntVector3 > GetRenderIndices() const


description: Return the render material for this pattern.

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


code: TConstArrayView< FVector3f > GetRenderNormal() const


code: TConstArrayView< FVector3f > GetRenderPosition() const


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


code: TConstArrayView< FVector3f > GetRenderTangentU() const


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

code: int32 GetRenderVerticesOffset() const


code: TConstArrayView< FVector3f > GetRenderTangentV() const


code: [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) & operator= ( const [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) & )


code: [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) & operator= ( [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) && )


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


code: FCollectionClothRenderPatternConstFacade ( [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) && )


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


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

ClothCollection

type: TSharedRef< con...


code: void BuildSimulationMesh ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Positions, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Normals, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & PatternsPositions, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & PatternsIndices, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & PatternToWeldedIndices, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 >> * OptionalWeldedToPatternIndices ) const


description: Convenience to find which render pattern a render vertex belongs to

code: int32 FindRenderPatternByVertex ( int32 VertexIndex ) const


description: Convenience to find which render pattern a render face belongs to

code: int32 FindRenderPatternByFaceIndex ( int32 FaceIndex ) const


description: Convenience to find which sim pattern a sim face belongs to

code: int32 FindSimPatternByFaceIndex ( int32 FaceIndex ) const


code: int32 GetNumRenderFaces() const


description: Return the number of patterns in this collection.

code: int32 GetNumRenderPatterns() const


description: Return the total number of render vertices for this collection.

code: int32 GetNumRenderVertices() const


description: Convenience to find which sim pattern a 2D vertex belongs to

code: int32 FindSimPatternByVertex2D ( int32 Vertex2DIndex ) const


description: Return the total number of simulation faces for this collection across all patterns.

code: int32 GetNumSimFaces() const


description: Return the number of seams in this collection.

code: int32 GetNumSeams() const


code: int32 GetNumSimPatterns() const


description: Return the total number of 2D simulation vertices for this collection.

code: int32 GetNumSimVertices2D() const


description: Return the total number of 3D simulation vertices for this collection.

code: int32 GetNumSimVertices3D() const


description: Return the physics asset path names used for this collection.

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


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


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


code: TConstArrayView< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > GetRenderColor() const


code: TConstArrayView< FIntVector3 > GetRenderIndices() const


description: Return a view of all the render materials used on this collection across all patterns.

code: TConstArrayView< [FString](API\Runtime\Core\Containers\FString) > GetRenderMaterialPathName() const


code: TConstArrayView< FVector3f > GetRenderNormal() const


code: TConstArrayView< FVector3f > GetRenderPosition() const


description: Return a pattern facade for the specified pattern index.

code: [FCollectionClothRenderPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionCloth-) GetRenderPattern ( int32 PatternIndex ) const


code: TConstArrayView< FVector3f > GetRenderTangentU() const


code: TConstArrayView< FVector3f > GetRenderTangentV() const


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


description: Return a seam facade for the specified pattern index.

code: [FCollectionClothSeamConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamConstFacade) GetSeam ( int32 SeamIndex ) const


code: TConstArrayView< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > GetSeamStitchLookup() const


code: TConstArrayView< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > GetSimBoneIndices() const


code: TConstArrayView< FIntVector3 > GetSimIndices2D() const


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


code: TConstArrayView< FIntVector3 > GetSimIndices3D() const


code: TConstArrayView< FVector3f > GetSimNormal() const


code: [FCollectionClothSimPatternConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternConstF-) GetSimPattern ( int32 PatternIndex ) const


code: TConstArrayView< FVector2f > GetSimPosition2D() const


code: TConstArrayView< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > GetSimVertex2DLookup() const


code: TConstArrayView< int32 > GetSimVertex3DLookup() const


code: TConstArrayView< FVector3f > GetSimPosition3D() const


description: Return the skeleton asset path names used for this collection.

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


code: TConstArrayView< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > GetTetherKinematicIndex() const


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


code: TConstArrayView< float > GetWeightMap ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: Return the name of all user weight maps on this cloth collection.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetWeightMapNames() const


description: Return whether this cloth collection has the specified weight map.

code: bool HasWeightMap ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


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

code: bool IsValid() const


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


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


code: FCollectionClothConstFacade()


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


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


code: FCollectionClothConstFacade ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class FClothCollection > & ClothCollection )


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


className: FCollectionClothConstFacade

description: Cloth Asset collection facade class focused on draping and pattern information. Const access (read only) version.

code: class FCollectionClothConstFacade


code: virtual ~FCollectionClothConstFacade()


description: Add a new pattern to this cloth LOD, and return the cloth pattern facade set to its index.


description: Add a new seam to this cloth and return the seam facade set to its index.


description: Add a new seam to this cloth and return its index in the seam list.

code: int32 AddSeam()


description: Add a new pattern to this cloth LOD and return its index in the LOD pattern list.

code: int32 AddRenderPattern()


code: int32 AddSimPattern()


description: Add a new weight map to this cloth. Access is then done per pattern.

code: void AddWeightMap ( const [FName](API\Runtime\Core\UObject\FName) & Name )


description: Append data from another cloth collection.

code: void Append ( const [FCollectionClothConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothConstFacade) & Other )


description: Compact SimVertex2DLookup to remove any references to INDEX_NONE that may have been created by deleting 2D vertices.

code: void CompactSimVertex2DLookup()


description: Create this facade's groups and attributes.

code: void DefineSchema()


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


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


description: SetNumRenderFaces per pattern within pattern facade.

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


description: Return a view of all the render materials used on this collection across all patterns.


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


description: Return a pattern facade for the specified pattern index.

code: [FCollectionClothRenderPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothRenderPatternFac-) GetRenderPattern ( int32 PatternIndex )


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


description: SetNumRenderVertices per pattern within pattern facade.

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


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


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


description: Return a seam facade for the specified seam index.

code: [FCollectionClothSeamFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSeamFacade) GetSeam ( int32 SeamIndex )


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


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


description: SetNumSimFaces per pattern within pattern facade.

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


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


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


code: [FCollectionClothSimPatternFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothSimPatternFacade) GetSimPattern ( int32 PatternIndex )


description: SetNumSimVertices2D per pattern within pattern facade.

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


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector3f > GetSimPosition3D()


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


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


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > GetWeightMap ( const [FName](API\Runtime\Core\UObject\FName) & Name )


description: Initialize the cloth using another cloth collection.

code: void Initialize ( const [FCollectionClothConstFacade](API\Plugins\ChaosClothAsset\ChaosClothAsset\FCollectionClothConstFacade) & Other )


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


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


code: void RemoveAllSimVertices3D()


description: Remove a sorted list of render patterns.

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


description: Remove a sorted list of seams.

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


description: Remove a sorted list of sim patterns.

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


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

code: void RemoveSimVertices3D ( int32 NumSimVertices )


code: void RemoveSimVertices3D ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


description: Remove a weight map from this cloth.

code: void RemoveWeightMap ( const [FName](API\Runtime\Core\UObject\FName) & Name )


description: Remove all LODs from this cloth.

code: void Reset()


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

code: void SetNumRenderPatterns ( int32 NumPatterns )