// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationBackstopConfigNode.generated.h" /** Backstop properties configuration node. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSimulationBackstopConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationBackstopConfigNode, "SimulationBackstopConfig", "Cloth", "Cloth Simulation Backstop Config") public: /** * The distance from the surface of a backstop collision sphere to its associated particle's skinned position along the mesh normal. * Can be positive or negative depending on the desired effect. * 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 = "Backstop Properties", Meta = (UIMin = "0", UIMax = "100", InteractorName = "BackstopDistance")) FChaosClothAssetWeightedValue BackstopDistance = { true, 0.f, 100.f, TEXT("BackstopDistance") }; /** * The radius of the backstop sphere that each particle collides with. * 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 = "Backstop Properties", Meta = (UIMin = "0", UIMax = "100", ClampMin = "0", InteractorName = "BackstopRadius")) FChaosClothAssetWeightedValue BackstopRadius = { true, 0.f, 100.f, TEXT("BackstopRadius") }; FChaosClothAssetSimulationBackstopConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };