// Copyright Epic Games, Inc. All Rights Reserved. #include "ChaosClothAsset/SimulationXPBDAnisoStretchConfigNode.h" #include "Chaos/CollectionPropertyFacade.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(SimulationXPBDAnisoStretchConfigNode) FChaosClothAssetSimulationXPBDAnisoStretchConfigNode::FChaosClothAssetSimulationXPBDAnisoStretchConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid) : FChaosClothAssetSimulationBaseConfigNode(InParam, InGuid) { RegisterCollectionConnections(); RegisterInputConnection(&XPBDAnisoStretchStiffnessWarp.WeightMap); RegisterInputConnection(&XPBDAnisoStretchStiffnessWeft.WeightMap); RegisterInputConnection(&XPBDAnisoStretchStiffnessBias.WeightMap); RegisterInputConnection(&XPBDAnisoStretchDamping.WeightMap); RegisterInputConnection(&XPBDAnisoStretchWarpScale.WeightMap); RegisterInputConnection(&XPBDAnisoStretchWeftScale.WeightMap); } void FChaosClothAssetSimulationXPBDAnisoStretchConfigNode::AddProperties(FPropertyHelper& PropertyHelper) const { PropertyHelper.SetPropertyBool(this, &bXPBDAnisoStretchUse3dRestLengths, {}, ECollectionPropertyFlags::None); // Non animatable PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoStretchStiffnessWarp, { FName(TEXT("EdgeSpringStiffness")), // Existing properties to warn against FName(TEXT("XPBDEdgeSpringStiffness")) // }); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoStretchStiffnessWeft); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoStretchStiffnessBias); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoStretchDamping, { FName(TEXT("XPBDEdgeSpringDamping")) // Existing properties to warn against }); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoStretchWarpScale); PropertyHelper.SetPropertyWeighted(this, &XPBDAnisoStretchWeftScale); }