| bUsePointBasedWindModel |
Use the deprecated "Legacy" point-based wind model in order to preserve behavior of cloth assets authored against the legacy UChaosClothConfig pipeline. The point-based model is not an accurate aerodynamic model and as such should be avoided. Being point based, it doesn't take into account the surface area that gets hit by the wind. Using this model disables the aerodynamically accurate wind model (Drag / Lift weighted values, outer drag/lift) and water-body interaction. |
bool |
False |
| FluidDensity |
The density of the medium in which the aerodynamic forces take place, usually air. The fluid density is given in kg/m^3. Air density is considered to be around 1.225 kg/m^3 in average atmospheric conditions. |
float |
1.225000 |
| WindVelocitySpace |
Wind velocity is specified in this space. |
EChaosSoftsSimulationSpace |
WorldSpace |
| WindVelocity |
The fixed wind velocity [m/s] for this asset. For reference a wind gust is above 8m/s (18mph). |
FVector3f |
(X=0.000000,Y=0.000000,Z=0.000000) |
| TurbulenceRatio |
Ratio of aerodynamic forces applied as turbulent rather than laminar flow. Typically, you will want to use turbulent flow for wind and laminar flow for swimming underwater (unless the water is flowing very rapidly). Turbulent forces scale like velocity squared. Laminar forces scale like velocity. |
float |
1.000000 |
| Drag |
The aerodynamic coefficient of drag applying on each particle. When "Outer Drag" is enabled, this acts as the "Inner Drag", i.e., drag applied when the air velocity is moving in the mesh normal direction. If a valid weight map is found with the given Weight Map name, then both Low and High values are interpolated with the per particle weight to make the final value used for the simulation. Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.035000,High=1.000000,WeightMap="Drag",bImportFabricBounds=False,bBuildFabricMaps=False) |
| bEnableOuterDrag |
|
bool |
False |
| OuterDrag |
The aerodynamic coefficient of drag applying on each particle when the air velocity is moving against the mesh normal direction. If a valid weight map is found with the given Weight Map name, then both Low and High values are interpolated with the per particle weight to make the final value used for the simulation. Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.035000,High=1.000000,WeightMap="OuterDrag",bImportFabricBounds=False,bBuildFabricMaps=False) |
| Lift |
The aerodynamic coefficient of lift applying on each particle. When "Outer Lift" is enabled, this acts as the "Inner Lift", i.e., lift applied when the air velocity is moving in the mesh normal direction. If a valid weight map is found with the given Weight Map name, then both Low and High values are interpolated with the per particle weight to make the final value used for the simulation. Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.035000,High=1.000000,WeightMap="Lift",bImportFabricBounds=False,bBuildFabricMaps=False) |
| bEnableOuterLift |
|
bool |
False |
| OuterLift |
The aerodynamic coefficient of lift applying on each particle when the air velocity is moving against the mesh normal direction. If a valid weight map is found with the given Weight Map name, then both Low and High values are interpolated with the per particle weight to make the final value used for the simulation. Otherwise all particles are considered to have a zero weight, and only the Low value is meaningful. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.035000,High=1.000000,WeightMap="OuterLift",bImportFabricBounds=False,bBuildFabricMaps=False) |
| bUseWithWaterBodies |
If true, drag and buoyancy will be used when cloth is submerged under water bodies |
bool |
False |
| ClothDensityInWater |
The density of the cloth for buoyancy calculations when submerged in water. Given in kg/m^3 If you want bodies to be neutrally buoyancy, make this the water density. Larger values make it sink, smaller values make it rise to the surface. |
float |
1000.000000 |
| WaterDensity |
The density of the water where buoyancy is taking effect The fluid density is given in kg/m^3. Water density is 1000 kg/m^3 |
float |
1000.000000 |
| WaterTurbulenceRatio |
Ratio of aerodynamic forces applied as turbulent rather than laminar flow. Typically, you will want to use turbulent flow for wind and laminar flow for swimming underwater (unless the water is flowing very rapidly). Turbulent forces scale like velocity squared. Laminar forces scale like velocity. A value of 0 is appropriate for water. |
float |
0.000000 |