// Copyright Epic Games, Inc. All Rights Reserved. #include "ChaosClothAsset/SimulationXPBDAnisoSpringConfigNode.h" #include "Chaos/CollectionPropertyFacade.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(SimulationXPBDAnisoSpringConfigNode) FChaosClothAssetSimulationXPBDAnisoSpringConfigNode::FChaosClothAssetSimulationXPBDAnisoSpringConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid) : FChaosClothAssetSimulationBaseConfigNode(InParam, InGuid) { RegisterCollectionConnections(); RegisterInputConnection(&XPBDAnisoSpringStiffnessWarp.WeightMap); RegisterInputConnection(&XPBDAnisoSpringStiffnessWeft.WeightMap); RegisterInputConnection(&XPBDAnisoSpringStiffnessBias.WeightMap); RegisterInputConnection(&XPBDAnisoSpringDamping.WeightMap); RegisterInputConnection(&XPBDAnisoSpringWarpScale.WeightMap); RegisterInputConnection(&XPBDAnisoSpringWeftScale.WeightMap); } void FChaosClothAssetSimulationXPBDAnisoSpringConfigNode::AddProperties(FPropertyHelper& PropertyHelper) const { PropertyHelper.SetPropertyBool(this, &bXPBDAnisoSpringUse3dRestLengths, {}, ECollectionPropertyFlags::None); // Non animatable PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoSpringStiffnessWarp); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoSpringStiffnessWeft); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoSpringStiffnessBias); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoSpringDamping); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoSpringWarpScale); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoSpringWeftScale); }