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Unreal Engine C++ API Reference > Runtime > Chaos > GeometryCollection > FGeometryCollectionClusteringUtility
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollectionClusteringUtility.h |
Include | #include "GeometryCollection/GeometryCollectionClusteringUtility.h" |
Source | /Engine/Source/Runtime/Experimental/Chaos/Private/GeometryCollection/GeometryCollectionClusteringUtility.cpp |
static int32 ClusterBonesUnderNewNode
&40;
FGeometryCollection &42; GeometryCollection,
const int32 InsertAtIndex,
const TArray< int32 > & SelectedBones,
bool CalcNewLocalTransform,
bool Validate
&41;
Remarks
Creates a cluster in the node hierarchy by re-parenting the Selected Bones off a new node in the hierarchy It makes more sense to think that the Selected Bones are all at the same level in the hierarchy however it will re-parent multiple levels at the InsertAtIndex location bone
e.g. if you have a flat chunk hierarchy after performing Voronoi fracturing L0 Root|
L1 A B C D |
Cluster A & B at insertion point A, results in L0 Root|
L1 E C D |
L2 A B |
Node E has no geometry of its own, only a transform by which to control A & B as a single unit Index of the New Node