// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ClothPhysicalMeshDataBase_Legacy.h" #include "Containers/Array.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "ClothPhysicalMeshDataNv_Legacy.generated.h" class UObject; /** * Deprecated, use FClothPhysicalMeshData instead. * NV specific spatial simulation data for a mesh. */ UCLASS(MinimalAPI) class UClothPhysicalMeshDataNv_Legacy: public UClothPhysicalMeshDataBase_Legacy { GENERATED_BODY() public: CLOTHINGSYSTEMRUNTIMENV_API UClothPhysicalMeshDataNv_Legacy(); CLOTHINGSYSTEMRUNTIMENV_API virtual ~UClothPhysicalMeshDataNv_Legacy(); // The distance that each vertex can move away from its reference (skinned) position UPROPERTY() TArray MaxDistances; // Distance along the plane of the surface that the particles can travel (separation constraint) UPROPERTY() TArray BackstopDistances; // Radius of movement to allow for backstop movement UPROPERTY() TArray BackstopRadiuses; // Strength of anim drive per-particle (spring driving particle back to skinned location UPROPERTY() TArray AnimDriveMultipliers; };