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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ClothTetherData.h>
Public Attributes | |
| TArray< TArray< TTuple< int32, int32, float > > > | Tethers |
Long range attachment tether pathfinding based on Dijkstra's algorithm. For more information about the long range attachment, see: https://matthias-research.github.io/pages/publications/sca2012cloth.pdf
| void FClothTetherData::GenerateTethers | ( | const TConstArrayView< FVector3f > & | Points, |
| const TConstArrayView< uint32 > & | Indices, | ||
| const TConstArrayView< float > & | MaxDistances, | ||
| bool | bUseGeodesicDistance | ||
| ) |
Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point. Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
| void FClothTetherData::GenerateTethers | ( | const TConstArrayView< FVector3f > & | Points, |
| const TConstArrayView< uint32 > & | Indices, | ||
| const TConstArrayView< float > & | MaxDistances, | ||
| const TConstArrayView< float > & | TetherEnds, | ||
| bool | bUseGeodesicDistance | ||
| ) |
Generate the tethers by following the triangle mesh network from the closest kinematic tether end to each dynamic point. Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
| void FClothTetherData::GenerateTethers | ( | const TConstArrayView< FVector3f > & | Points, |
| const TConstArrayView< uint32 > & | Indices, | ||
| const TSet< int32 > & | KinematicNodes, | ||
| bool | bUseGeodesicDistance | ||
| ) |
Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point. Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
| void FClothTetherData::GenerateTethers | ( | const TConstArrayView< FVector3f > & | Points, |
| const TConstArrayView< uint32 > & | Indices, | ||
| const TSet< int32 > & | KinematicNodes, | ||
| const TSet< int32 > & | FixedEndNodes, | ||
| const TSet< int32 > & | DynamicEndNodes, | ||
| bool | bUseGeodesicDistance | ||
| ) |
Generate the tethers by following the triangle mesh network from the closest kinematic to each dynamic point. Inside array items can be processed concurrently, but the outside array must be iterated on sequentially.
| void FClothTetherData::GenerateTethers | ( | TArray< TArray< TPair< float, int32 > > > && | PerDynamicNodeTethers | ) |
Generate the tether batches from existing tether data. PerDynamicNodeTethers is an array where Index = DynamicIndex, and Value is an array of TPair<float, int32> = {Distance, KinematicIndex}
Custom serializer, since neiher an array of array nor a tuple can be set as a UPROPERTY.
Long range attachment tether start/end/length, sorted in sequential batches of independant tethers.