// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationPBDBendingSpringConfigNode.generated.h" /** Bending spring constraint property configuration node. */ USTRUCT(Meta = (DataflowCloth, Deprecated = "5.4")) struct FChaosClothAssetSimulationPBDBendingSpringConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationPBDBendingSpringConfigNode, "SimulationPBDBendingSpringConfig", "Cloth", "Cloth Simulation PBD Bending Spring Config") public: /** * The Stiffness of cross segments and bending elements constraints * Increase the solver iteration count for stiffer materials. * 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 = "PBDBendingSpring Properties", Meta = (UIMin = "0", UIMax = "1", ClampMin = "0", ClampMax = "1")) FChaosClothAssetWeightedValue BendingSpringStiffness = { true, 1.f, 1.f, TEXT("BendingSpringStiffness") }; FChaosClothAssetSimulationPBDBendingSpringConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };