unreal.ChaosClothAsset
¶
- class unreal.ChaosClothAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SkinnedAsset
Cloth asset for pattern based simulation.
C++ Source:
Plugin: ChaosClothAsset
Module: ChaosClothAssetEngine
File: ClothAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
dataflow_asset
(Dataflow): [Read-Write] Dataflowdataflow_terminal
(str): [Read-Write]disable_below_min_lod_stripping
(PerPlatformBool): [Read-Write]global_force_mip_levels_to_be_resident
(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_info
(Array[SkeletalMeshLODInfo]): [Read-Write] Struct containing information for each LOD level, such as materials to use, and when use the LOD.materials
(Array[SkeletalMaterial]): [Read-Write] List of materials for this cloth asset.min_lod
(PerPlatformInt): [Read-Write]never_stream
(bool): [Read-Write]num_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.physics_asset
(PhysicsAsset): [Read-Write] Physics asset used for collision.ray_tracing_min_lod
(int32): [Read-Write] Minimum raytracing LOD for this asset.shadow_physics_asset
(PhysicsAsset): [Read-Write] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.skinning_kernel_radius
(float): [Read-Write] The radius from which to get the multiple triangle influences from the simulated proxy mesh.smooth_transition
(bool): [Read-Write] Whether to blend positions between the skinned/simulated transitions of the cloth render mesh.support_ray_tracing
(bool): [Read-Write] Enable raytracing for this asset.use_multiple_influences
(bool): [Read-Write] Whether to use multiple triangle influences on the proxy wrap deformer to help smoothen deformations.
- property shadow_physics_asset: PhysicsAsset¶
[Read-Only] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.
- Type: