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Adds the proxy deformer information to this cloth collection's render data. This version of the node does not try to preserve existing Render Tangents by default to maintain existing behavior.
This node is only required to selectively assign specific areas of the render mesh to the sim mesh in the proxy deformer data. When this node isn't provided to the construction graph, default proxy deformer data are automatically generated. This node can be used to either override or remove the default proxy deformer data.
To enable deformer areas, selection filter sets must be provided. With no selection filter sets, the Cloth Asset is by default fully skinned. When more selection filter sets are needed, right-click on the node and do AddOptionPin to add more sets. Each selection filter set is composed by two selections:
- A render mesh selection (natively a RenderVertices selection, but RenderFaces selections can also be used).
- A simulation mesh selection (natively a SimFaces selection, but SimVertices3D and SimVertices2D selections can also be used). The render mesh selection of vertices will then only be deformed by the associated simulation mesh selection of faces. The Proxy Deformer node evaluations are usually slower than the equivalent default proxy deformer due to the added processing cost of the selection filter sets. When in use, it is therefore better to place it earlier in the graph.
A default SkinningBlend weight map is also generated by the node that masks the areas for which selection filters aren't provided. The map can then be painted, or replaced by a smoothed transition map generated by the SkinningBlend node. The SkinningBlend node can leverage information about the kinematic areas added by the MaxDistanceConfig node. Unlike the default SkinningBlend weight map provided by the Proxy Deformer node, the SkinningBlend node generates areas of smooth transition where the render mesh vertices can be simultaneously skinned and deformed by the cloth.
To sum up:
- No ProxyDeformer node -> The Cloth Asset is fully deformed.
- ProxyDeformer node without selection filters -> The Cloth Asset is fully skinned.
- ProxyDeformer node with selection filters -> the Cloth Asset is partially deformed/skinned.
- The ProxyDeformer can be slow to evaluate, always place it as early as possible in the graph to avoid costly re-evaluations.
- A SkinningBlend node placed after the MaxDistanceConfig adds smooth transitions between the skinned and proxy deformed areas.
| Name | FChaosClothAssetProxyDeformerNode_v2 |
| Type | struct |
| Header File | /Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetDataflowNodes/Public/ChaosClothAsset/ProxyDeformerNode.h |
| Include Path | #include "ChaosClothAsset/ProxyDeformerNode.h" |
Syntax
USTRUCT (Meta=(DataflowCloth, Deprecated="5.6"))
struct FChaosClothAssetProxyDeformerNode_v2 : public FDataflowNode
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FDataflowNode → FChaosClothAssetProxyDeformerNode_v2
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FChaosClothAssetProxyDeformerNode_v2
(
const UE::Dataflow::FNodeParameters& InParam, |
ChaosClothAsset/ProxyDeformerNode.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NumInitialSelectionFilterSets | int32 | ChaosClothAsset/ProxyDeformerNode.h | |
| NumRequiredInputs | int32 | ChaosClothAsset/ProxyDeformerNode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPreserveRenderTangents | bool | Whether or not to include the RenderTangents when generating the proxy deformer data. | ChaosClothAsset/ProxyDeformerNode.h |
|
| bUseMultipleInfluences | bool | Whether using multiple simulation mesh triangles to influence the position of the deformed render vertex. | ChaosClothAsset/ProxyDeformerNode.h |
|
| Collection | FManagedArrayCollection | ChaosClothAsset/ProxyDeformerNode.h |
|
|
| InfluenceRadius | float | The radius around the render vertices to look for all simulation mesh triangles influencing it (AKA SkinningKernelRadius). | ChaosClothAsset/ProxyDeformerNode.h |
|
| SelectionFilterSets | TArray< FChaosClothAssetSelectionFilterSet > | Selection filter set used to restrict a selection of render vertices to a selection of simulation mesh triangles. | ChaosClothAsset/ProxyDeformerNode.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
DATAFLOW_NODE_DEFINE_INTERNAL
(
FChaosClothAssetProxyDeformerNode_v2, |
ChaosClothAsset/ProxyDeformerNode.h | ||
FName
(
"FClothCollection" |
ChaosClothAsset/ProxyDeformerNode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< UE::Dataflow::FPin > AddPins() |
ChaosClothAsset/ProxyDeformerNode.h | ||
virtual bool CanAddPin() |
ChaosClothAsset/ProxyDeformerNode.h | ||
virtual bool CanRemovePin() |
ChaosClothAsset/ProxyDeformerNode.h | ||
virtual void Evaluate
(
UE::Dataflow::FContext& Context, |
ChaosClothAsset/ProxyDeformerNode.h | ||
virtual TArray< UE::Dataflow::FPin > GetPinsToRemove() |
ChaosClothAsset/ProxyDeformerNode.h | ||
virtual void OnPinRemoved
(
const UE::Dataflow::FPin& Pin |
ChaosClothAsset/ProxyDeformerNode.h | ||
virtual void PostSerialize
(
const FArchive& Ar |
ChaosClothAsset/ProxyDeformerNode.h |