// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ClothCollisionPrim.h" #include "Containers/Array.h" #include "UObject/ObjectMacros.h" #include "ClothCollisionData.generated.h" USTRUCT() struct FClothCollisionData { GENERATED_BODY() CLOTHINGSYSTEMRUNTIMEINTERFACE_API void Reset(); CLOTHINGSYSTEMRUNTIMEINTERFACE_API void Append(const FClothCollisionData& InOther); CLOTHINGSYSTEMRUNTIMEINTERFACE_API void AppendTransformed(const FClothCollisionData& InOther, const TArray& BoneTransforms); bool IsEmpty() const { return Spheres.IsEmpty() && SphereConnections.IsEmpty() && Convexes.IsEmpty() && Boxes.IsEmpty(); } // Sphere data UPROPERTY(EditAnywhere, Category = Collison) TArray Spheres; // Capsule data UPROPERTY(EditAnywhere, Category = Collison) TArray SphereConnections; // Convex Data UPROPERTY(EditAnywhere, Category = Collison) TArray Convexes; // Box data UPROPERTY(EditAnywhere, Category = Collison) TArray Boxes; };