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API > API/Runtime > API/Runtime/ClothingSystemRuntimeInterface
| Name | IClothingSimulation |
| Type | class |
| Header File | /Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothingSimulationInterface.h |
| Include Path | #include "ClothingSimulationInterface.h" |
Syntax
class IClothingSimulation : public IClothingSimulationInterface
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
IClothingSimulation() |
ClothingSimulationInterface.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IClothingSimulation() |
ClothingSimulationInterface.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherStats() |
ClothingSimulationInterface.h | ||
virtual void SetMaxNumIterations
(
int32 MaxNumIterations |
ClothingSimulationInterface.h | ||
virtual void SetNumIterations
(
int32 NumIterations |
ClothingSimulationInterface.h | ||
virtual void SetNumSubsteps
(
int32 NumSubsteps |
ClothingSimulationInterface.h | ||
virtual void UpdateWorldForces
(
const USkeletalMeshComponent* OwnerComponent |
ClothingSimulationInterface.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateActor
(
USkeletalMeshComponent* InOwnerComponent, |
ClothingSimulationInterface.h | ||
virtual void FillContext
(
USkeletalMeshComponent* InComponent, |
ClothingSimulationInterface.h | ||
virtual void FillContext
(
USkeletalMeshComponent* InComponent, |
ClothingSimulationInterface.h | ||
virtual void GetSimulationData
(
TMap< int32, FClothSimulData >& OutData, |
ClothingSimulationInterface.h | ||
virtual bool ShouldSimulate() |
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 | ClothingSimulationInterface.h | |
virtual void Simulate
(
IClothingSimulationContext* InContext |
ClothingSimulationInterface.h |
Overridden from IClothingSimulationInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AppendSimulationData
(
TMap< int32, FClothSimulData >& InOutData, |
Fill FClothSimulData map for the clothing simulation. | ClothingSimulationInterface.h | |
virtual void CreateActor
(
USkeletalMeshComponent* InOwnerComponent, |
Create an actor for this simulation from the data in InAsset Simulation data for this actor should be written back to SimDataIndex in GetSimulationData | ClothingSimulationInterface.h | |
virtual void FillContextAndPrepareTick
(
const USkeletalMeshComponent* InComponent, |
Fills an existing context for a single simulation step and do any other work that needs to be called by the engine on the game thread prior to simulation. | ClothingSimulationInterface.h | |
virtual void ForceClothNextUpdateTeleportAndReset_AnyThread() |
Called instead of Simulate when not ticking. | ClothingSimulationInterface.h | |
virtual void HardResetSimulation
(
const IClothingSimulationContext* InContext |
Hard reset the simulation without necessarily recreating cloth actors. | ClothingSimulationInterface.h | |
virtual bool ShouldSimulateLOD
(
int32 OwnerLODIndex |
Called by the engine to determine if this simulation can run this tick at this LOD. | ClothingSimulationInterface.h | |
virtual void Simulate_AnyThread
(
const IClothingSimulationContext* InContext |
Run a single tick of the simulation. | ClothingSimulationInterface.h |