| CollisionThicknessImported |
The added thickness of collision shapes. |
FChaosClothAssetImportedFloatValue |
(ImportedValue=1.000000,bUseImportedValue=False) |
| FrictionCoefficientWeighted |
Friction coefficient for cloth - collider interaction. Currently only Skinned Triangle Meshes use the weighted value. All other collisions only use the Low value. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.800000,High=0.800000,WeightMap="FrictionCoefficient",bImportFabricBounds=False,bBuildFabricMaps=False) |
| bEnableSimpleColliders |
Enable colliding against any simple (e.g., capsules, convexes, spheres, boxes) colliders.. |
bool |
True |
| bUsePlanarConstraintForSimpleColliders |
Use Planar Constraints for simple (e.g., capsules, convexes, spheres, boxes) colliders when doing multiple iterations. Planar constraints are cheaper than full collision detection, but less accurate. |
bool |
False |
| bEnableComplexColliders |
Enable colliding against any complex (e.g., SkinnedLevelSet, MLLevelSet) colliders. |
bool |
True |
| bUsePlanarConstraintForComplexColliders |
Use Planar Constraints for complex (e.g., SkinnedLevelSet, MLLevelSet) colliders when doing multiple iterations. Planar constraints are cheaper than full collision detection, but less accurate. |
bool |
True |
| bEnableSkinnedTriangleMeshCollisions |
Enable colliding against any Skinned Triangle Mesh colliders. |
bool |
True |
| bUseSelfCollisionSubstepsForSkinnedTriangleMeshes |
Use 'NumSelfCollisionSubsteps' (Located on SimulationSolverConfig) to also control Skinned Triangle Mesh collision updates |
bool |
True |
| ClothCollisionThicknessImported |
Thickness added to the cloth when colliding against collision shapes. Currently only Skinned Triangle Meshes use the weighted value. All other collisions only use the Low value. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.000000,High=0.000000,WeightMap="ClothCollisionThickness",bImportFabricBounds=False,bBuildFabricMaps=False) |
| ProximityStiffness |
Stiffness for proximity repulsion forces (Force-based solver only). Units = kg cm/ s^2 (same as XPBD springs) |
float |
100.000000 |
| bUseCCD |
Use continuous collision detection (CCD) to prevent any missed collisions between fast moving particles and colliders. This has a negative effect on performance compared to when resolving collision without using CCD. |
bool |
False |