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Utility to attempt to remove sub-surface contacts on a particle when those edge contacts are "hidden" by other contacts This is not 100% effective and may occasionally remove contacts that it shouldn't! Ideally you would just use this pruning policy in specific locations in the world where sub-surface contacts are a problem.
| Name | FParticleSubSurfaceCollisionPruner |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/CollisionPruning.h |
| Include Path | #include "Chaos/Collision/CollisionPruning.h" |
Syntax
class FParticleSubSurfaceCollisionPruner
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FParticleSubSurfaceCollisionPruner
(
FGeometryParticleHandle* InParticle |
Chaos/Collision/CollisionPruning.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Particle | FGeometryParticleHandle * | Chaos/Collision/CollisionPruning.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Prune
(
const FVec3& UpVector |
Chaos/Collision/CollisionPruning.h |