// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ChaosClothAsset/SimulationBaseConfigNode.h" #include "ChaosClothAsset/WeightedValue.h" #include "SimulationPressureConfigNode.generated.h" /** Pressure properties configuration node. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSimulationPressureConfigNode : public FChaosClothAssetSimulationBaseConfigNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationPressureConfigNode, "SimulationPressureConfig", "Cloth", "Cloth Simulation Pressure Config") public: /** * Pressure force strength applied in the normal direction(use negative value to push toward backface) * 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 = "Pressure Properties", meta = (UIMin = "-10", UIMax = "10", ClampMin = "-100", ClampMax = "100", InteractorName = "Pressure")) FChaosClothAssetWeightedValue Pressure = { true, 0.0f, 1.f, TEXT("Pressure"),true }; FChaosClothAssetSimulationPressureConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void AddProperties(FPropertyHelper& PropertyHelper) const override; };