| bAllowSliding |
bool |
Anisotropic springs will allow sliding on the triangle |
ChaosFlesh/ChaosDeformableSolverGroups.h |
- EditAnywhere
- Category="SpringCollision"
|
| bCollideWithFullmesh |
bool |
Do self collision with kinematic triangles as well |
ChaosFlesh/ChaosDeformableSolverGroups.h |
- EditAnywhere
- Category="SpringCollision"
|
| bDoSpringCollision |
bool |
If uses component-component spring collision |
ChaosFlesh/ChaosDeformableSolverGroups.h |
- EditAnywhere
- Category="SpringCollision"
|
| CollisionSearchRadius |
float |
Search radius for point triangle collision pairs |
ChaosFlesh/ChaosDeformableSolverGroups.h |
- EditAnywhere
- Category="SpringCollision"
|
| InComponentSpringCollision |
FInComponentSpringCollisionGroup |
In-component spring self collision detection parameters |
ChaosFlesh/ChaosDeformableSolverGroups.h |
- EditAnywhere
- BlueprintReadOnly
- Category="SpringCollision"
|
| SpringCollisionStiffness |
float |
Collision spring stiffness; larger value will stop penetration better |
ChaosFlesh/ChaosDeformableSolverGroups.h |
- EditAnywhere
- Category="SpringCollision"
|