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API > API/Plugins > API/Plugins/ChaosClothAssetDataflowNodes
Remesh the cloth surface(s) to get the specified mesh resolution(s). NOTE: Accessory Meshes, Weight Maps, Skinning Data, Self Collision Spheres, and Long Range Attachment Constraints will be reconstructed on the output mesh, however all other Selections will be removed
| Name | FChaosClothAssetRemeshNode_v2 |
| Type | struct |
| Header File | /Engine/Plugins/ChaosClothAssetDataflowNodes/Source/ChaosClothAssetDataflowNodes/Public/ChaosClothAsset/RemeshNode.h |
| Include Path | #include "ChaosClothAsset/RemeshNode.h" |
Syntax
USTRUCT (Meta=(DataflowCloth))
struct FChaosClothAssetRemeshNode_v2 : public FDataflowNode
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FDataflowNode → FChaosClothAssetRemeshNode_v2
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRemeshRender | bool | True if the render mesh needs to be remeshed | ChaosClothAsset/RemeshNode.h |
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| bRemeshRenderSeams | bool | If checked, attempt to find matching vertices along Render mesh boundaries and remesh these separately | ChaosClothAsset/RemeshNode.h |
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| bRemeshSim | bool | True if the sim mesh needs to be remeshed | ChaosClothAsset/RemeshNode.h |
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| Collection | FManagedArrayCollection | Cloth collection to remesh | ChaosClothAsset/RemeshNode.h |
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| DensityMapRender | FChaosClothAssetWeightedValueNonAnimatable | Range of target mesh resolutions when using the Remesh method, as a percentage of input triangle mesh resolution. | ChaosClothAsset/RemeshNode.h |
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| DensityMapSim | FChaosClothAssetWeightedValueNonAnimatable | Range of target mesh resolutions, as a percentage of input triangle mesh resolution. | ChaosClothAsset/RemeshNode.h |
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| DensityMapThresholdRender | float | Threshold used to define how to convert the render mesh density into a selection map Triangles with all their vertices above or equal to the threshold will remain untouched | ChaosClothAsset/RemeshNode.h |
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| DensityMapThresholdSim | float | Threshold used to define how to convert the sim mesh density into a selection map Triangles with all their vertices above or equal to the threshold will remain untouched | ChaosClothAsset/RemeshNode.h |
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| IterationsRender | int32 | Number of iterations to use for remeshing the render mesh | ChaosClothAsset/RemeshNode.h |
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| IterationsSim | int32 | Number of iterations to use for remeshing the sim mesh | ChaosClothAsset/RemeshNode.h |
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| RemeshMethodRender | EChaosClothAssetRemeshMethod | Method to use when remeshing the render mesh | ChaosClothAsset/RemeshNode.h |
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| RenderSeamRemeshIterations | int32 | Number of remesh iterations over the Render mesh seams | ChaosClothAsset/RemeshNode.h |
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| SelectionSourceRender | EChaosClothAssetRemeshSelectionSource | Defines the source for selecting which part of the Render mesh is being remeshed | ChaosClothAsset/RemeshNode.h |
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| SelectionSourceSim | EChaosClothAssetRemeshSelectionSource | Defines the source for selecting which part of the sim mesh is being remeshed | ChaosClothAsset/RemeshNode.h |
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| SmoothingRender | double | Smoothing factor for the render remeshing operation | ChaosClothAsset/RemeshNode.h |
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| SmoothingSim | double | Smoothing factor for the sim remeshing operation | ChaosClothAsset/RemeshNode.h |
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| TargetPercentRender | int32 | Target mesh resolution when using the Simplify method, as a percentage of input triangle mesh resolution. | ChaosClothAsset/RemeshNode.h |
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| TriangleSelectionRender | FChaosClothAssetConnectableIStringValue | Optional render mesh triangle selection to use for remeshing The selection defines what traingles will can remeshed, the one not in teh selection will remain unchanged | ChaosClothAsset/RemeshNode.h |
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| TriangleSelectionSim | FChaosClothAssetConnectableIStringValue | Optional sim mesh triangle selection to use for remeshing the selection defines what triangles will can remeshed, the one not in the selection will remain unchanged | ChaosClothAsset/RemeshNode.h |
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