// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationAnimDriveConfigNode.generated.h" /** Anim drive properties configuration node. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSimulationAnimDriveConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationAnimDriveConfigNode, "SimulationAnimDriveConfig", "Cloth", "Cloth Simulation AnimDrive Config") public: /** * The strength of the constraint driving the cloth towards the animated skinned/goal mesh. * 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. */ UPROPERTY(EditAnywhere, Category = "AnimDrive Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", InteractorName = "AnimDriveStiffness")) FChaosClothAssetWeightedValue AnimDriveStiffness = { true, 0.f, 1.f, TEXT("AnimDriveStiffness") }; /** * The damping amount of the anim drive. * 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. */ UPROPERTY(EditAnywhere, Category = "AnimDrive Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1", InteractorName = "AnimDriveDamping")) FChaosClothAssetWeightedValue AnimDriveDamping = { true, 0.f, 1.f, TEXT("AnimDriveDamping") }; FChaosClothAssetSimulationAnimDriveConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };