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API > API/Plugins > API/Plugins/ChaosClothAssetDataflowNodes > API/Plugins/ChaosClothAssetDataflowNodes/ChaosClothAsset > API/Plugins/ChaosClothAssetDataflowNodes/ChaosClothAsset/FChaosClothAsset-_36
Syntax
UPROPERTY (EditAnywhere, Category="Mass Properties", DisplayName="Uniform Mass",
Meta=(UIMin="0.000001", UIMax="0.001", ClampMin="0", EditCondition="MassMode == EClothMassMode::UniformMass", EditConditionHides))
DATAFLOW_NODE_DEFINE_INTERNAL, "SimulationMassConfig", "Cloth", "Cloth SimulationMass Config") public FChaosClothAssetWeightedValueNonAnimatable UniformMassWeighted
Remarks
How cloth particle mass is determined
- Uniform Mass: Every particle's mass will be set to the value specified in the UniformMass setting. Mostly to avoid as it can cause some serious issues with irregular tessellations.
- Total Mass: The total mass is distributed equally over all the particles. Useful when referencing a specific garment size and feel.
- Density: A constant mass density is used. Density is usually the preferred way of setting mass since it allows matching real life materials' density values. The value used when the Mass Mode is set to Uniform Mass.