UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FClothingSimulationInstance Struct Reference

#include <ClothingSimulationInstance.h>

Classes

struct  FFactoryAssetGroup
 

Public Member Functions

UE_API FClothingSimulationInstance (USkeletalMeshComponent *SkeletalMeshComponent, const FFactoryAssetGroup &FactoryAssetGroup)
 
UE_API FClothingSimulationInstance ()
 
UE_API ~FClothingSimulationInstance ()
 
 FClothingSimulationInstance (const FClothingSimulationInstance &)=delete
 
 FClothingSimulationInstance (FClothingSimulationInstance &&)=default
 
FClothingSimulationInstanceoperator= (const FClothingSimulationInstance &)=delete
 
FClothingSimulationInstanceoperator= (FClothingSimulationInstance &&)=default
 
UClothingSimulationFactoryGetClothingSimulationFactory () const
 
const IClothingSimulationInterfaceGetClothingSimulation () const
 
IClothingSimulationInterfaceGetClothingSimulation ()
 
const IClothingSimulationContextGetClothingSimulationContext () const
 
IClothingSimulationContextGetClothingSimulationContext ()
 
UClothingSimulationInteractorGetClothingSimulationInteractor () const
 
UE_API void RemoveAllClothingActors ()
 
UE_API void SyncClothingInteractor ()
 
void HardResetSimulation ()
 
void GetCollisions (FClothCollisionData &Collisions, bool bIncludeExternal) const
 
UE_API void AppendUniqueCollisions (FClothCollisionData &OutCollisions, bool bIncludeExternal) const
 
void AddExternalCollisions (const FClothCollisionData &Collisions)
 
void ClearExternalCollisions ()
 
UE_API void FillContextAndPrepareTick (const USkeletalMeshComponent *OwnerComponent, float DeltaTime, bool bIsInitialization)
 
void Simulate ()
 
void AppendSimulationData (TMap< int32, FClothSimulData > &CurrentSimulationData, const USkeletalMeshComponent *OwnerComponent, const USkinnedMeshComponent *LeaderPoseComponent) const
 
FBoxSphereBounds GetBounds (const USkeletalMeshComponent *OwnerComponent) const
 

Detailed Description

Clothing simulation objects. Facade to the simulation interfaces to allow for a simplified implementation and multiple simulations to coexist with each other.

Constructor & Destructor Documentation

◆ FClothingSimulationInstance() [1/4]

FClothingSimulationInstance::FClothingSimulationInstance ( USkeletalMeshComponent *  SkeletalMeshComponent,
const FFactoryAssetGroup FactoryAssetGroup 
)

Construct a new clothing simulation instance for the specified asset group and component.

◆ FClothingSimulationInstance() [2/4]

FClothingSimulationInstance::FClothingSimulationInstance ( )
default

◆ ~FClothingSimulationInstance()

FClothingSimulationInstance::~FClothingSimulationInstance ( )

◆ FClothingSimulationInstance() [3/4]

FClothingSimulationInstance::FClothingSimulationInstance ( const FClothingSimulationInstance )
delete

◆ FClothingSimulationInstance() [4/4]

FClothingSimulationInstance::FClothingSimulationInstance ( FClothingSimulationInstance &&  )
default

Member Function Documentation

◆ AddExternalCollisions()

void FClothingSimulationInstance::AddExternalCollisions ( const FClothCollisionData Collisions)
inline

Add external dynamic collisions.

◆ AppendSimulationData()

void FClothingSimulationInstance::AppendSimulationData ( TMap< int32, FClothSimulData > &  CurrentSimulationData,
const USkeletalMeshComponent *  OwnerComponent,
const USkinnedMeshComponent LeaderPoseComponent 
) const
inline

Append the simulation data.

◆ AppendUniqueCollisions()

void FClothingSimulationInstance::AppendUniqueCollisions ( FClothCollisionData OutCollisions,
bool  bIncludeExternal 
) const

Append unique collision data from this simulation instance to the specified collision data.

◆ ClearExternalCollisions()

void FClothingSimulationInstance::ClearExternalCollisions ( )
inline

Remove all dynamically added external collisions.

◆ FillContextAndPrepareTick()

void FClothingSimulationInstance::FillContextAndPrepareTick ( const USkeletalMeshComponent *  OwnerComponent,
float  DeltaTime,
bool  bIsInitialization 
)

Fill the simulation context and do any other related game-thread initialization.

◆ GetBounds()

FBoxSphereBounds FClothingSimulationInstance::GetBounds ( const USkeletalMeshComponent *  OwnerComponent) const
inline

Return this simulation bounds.

◆ GetClothingSimulation() [1/2]

IClothingSimulationInterface * FClothingSimulationInstance::GetClothingSimulation ( )
inline

Return the clothing simulation pointer.

◆ GetClothingSimulation() [2/2]

const IClothingSimulationInterface * FClothingSimulationInstance::GetClothingSimulation ( ) const
inline

Return the clothing simulation pointer.

◆ GetClothingSimulationContext() [1/2]

IClothingSimulationContext * FClothingSimulationInstance::GetClothingSimulationContext ( )
inline

Return the clothing simulation context.

◆ GetClothingSimulationContext() [2/2]

const IClothingSimulationContext * FClothingSimulationInstance::GetClothingSimulationContext ( ) const
inline

Return the clothing simulation context.

◆ GetClothingSimulationFactory()

UClothingSimulationFactory * FClothingSimulationInstance::GetClothingSimulationFactory ( ) const
inline

Return the clothing simulation factory used to initialize this clothing simulation instance.

◆ GetClothingSimulationInteractor()

UClothingSimulationInteractor * FClothingSimulationInstance::GetClothingSimulationInteractor ( ) const
inline

Return a non const version of the clothing interactor (non const methods are used to update simulation parameters).

◆ GetCollisions()

void FClothingSimulationInstance::GetCollisions ( FClothCollisionData Collisions,
bool  bIncludeExternal 
) const
inline

Return the collision data from this simulation instance.

◆ HardResetSimulation()

void FClothingSimulationInstance::HardResetSimulation ( )
inline

Hard reset the cloth simulation

◆ operator=() [1/2]

FClothingSimulationInstance & FClothingSimulationInstance::operator= ( const FClothingSimulationInstance )
delete

◆ operator=() [2/2]

FClothingSimulationInstance & FClothingSimulationInstance::operator= ( FClothingSimulationInstance &&  )
default

◆ RemoveAllClothingActors()

void FClothingSimulationInstance::RemoveAllClothingActors ( )

Remove all actors.

◆ Simulate()

void FClothingSimulationInstance::Simulate ( )
inline

Advance the simulation. This method may be called asynchronously.

◆ SyncClothingInteractor()

void FClothingSimulationInstance::SyncClothingInteractor ( )

Synchronize the simulation with the changes requested by the interactor.


The documentation for this struct was generated from the following files: