| 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. |
FChaosClothAssetWeightedValue |
(bIsAnimatable=True,Low=0.000000,High=0.000000,WeightMap="ClothCollisionThickness",bImportFabricBounds=False,bBuildFabricMaps=False) |
| 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 |
| InnerCollisionThickness |
Experimental feature, use at your own risk. Improve collision behavior by running the CCD code path, but only where particles penetration exceeds the given inner thickness value. This is using a faster collision code path than CCD, but unlike CCD it does not resolve fast moving objects. Use an inner thickness that is about a few centimeters to start with, up to a quarter of your collider diameter for best results. If the inner thickness is too large (e.g. more than half the collider's diameter), the CCD code path won't ever be activated. This property can be used in conjunction with a weight map to selectively allow certain particles to use the extra calculations or to locally adjust the effect. Set both the low and high values to 0 to disable. |
FChaosClothAssetWeightedValueNonAnimatable |
(Low=0.000000,High=0.000000,WeightMap="InnerCollisionThickness",bImportFabricBounds=False,bBuildFabricMaps=False) |