// Copyright Epic Games, Inc. All Rights Reserved. #include "ChaosClothAsset/SimulationVelocityScaleConfigNode.h" #include "Chaos/CollectionPropertyFacade.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(SimulationVelocityScaleConfigNode) FChaosClothAssetSimulationVelocityScaleConfigNode::FChaosClothAssetSimulationVelocityScaleConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid) : FChaosClothAssetSimulationBaseConfigNode(InParam, InGuid) { RegisterCollectionConnections(); } void FChaosClothAssetSimulationVelocityScaleConfigNode::AddProperties(FPropertyHelper& PropertyHelper) const { static const FVector3f DefaultLinearClamp = { TNumericLimits::Max(), TNumericLimits::Max(), TNumericLimits::Max() }; PropertyHelper.SetPropertyEnum(this, &VelocityScaleSpace); PropertyHelper.SetProperty(this, &LinearVelocityScale); PropertyHelper.SetProperty(TEXT("MaxLinearVelocity"), bEnableLinearVelocityClamping ? MaxLinearVelocity : DefaultLinearClamp); PropertyHelper.SetProperty(TEXT("MaxLinearAcceleration"), bEnableLinearAccelerationClamping ? MaxLinearAcceleration : DefaultLinearClamp); PropertyHelper.SetProperty(this, &AngularVelocityScale); PropertyHelper.SetProperty(TEXT("MaxAngularVelocity"), bEnableAngularVelocityClamping ? MaxAngularVelocity : TNumericLimits::Max()); PropertyHelper.SetProperty(TEXT("MaxAngularAcceleration"), bEnableAngularAccelerationClamping ? MaxAngularAcceleration : TNumericLimits::Max()); PropertyHelper.SetProperty(this, &MaxVelocityScale); PropertyHelper.SetProperty(this, &FictitiousAngularScale); }