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Engine.SkeletalMesh


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/**
 * Contains the shared data that is used by all SkeletalMeshComponents (instances).
 * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
 */

class SkeletalMesh extends Object
	native(SkeletalMesh)
	noexport
	dependson(ApexClothingAsset)
	hidecategories(Object);

var		const native			BoxSphereBounds			Bounds;

/** List of materials applied to this mesh. */
var()	const native			array<MaterialInterface>	Materials;
/** List of clothing assets associated with each material int this mesh. */
var()	const native			array<ApexClothingAsset>    ClothingAssets;
/** Origin in original coordinate system */
var()	const native			vector					Origin;
/** Amount to rotate when importing (mostly for yawing) */
var()	const native			rotator					RotOrigin;

var		const native			array<int>				RefSkeleton;	// FMeshBone
var		const native			int						SkeletalDepth;
var		const native			map{FName,INT}			NameIndexMap;

var		const native private	IndirectArray_Mirror	LODModels;		// FStaticLODModel
var		const native			array<AnimNode.BoneAtom>			RefBasesInvMatrix;

struct native BoneMirrorInfo
{
	/** The bone to mirror. */
	var()	int		SourceIndex <ArrayClamp=RefSkeleton>;
	/** Axis the bone is mirrored across. */
	var()	EAxis	BoneFlipAxis;
};

/** Structure to export/import bone mirroring information */
struct native BoneMirrorExport
{
	var()	Name	BoneName;
	var()	Name	SourceBoneName;
	var()	EAxis	BoneFlipAxis;
};

/** List of bones that should be mirrored. */
var()	editfixedsize	array<BoneMirrorInfo>	SkelMirrorTable;
var()	EAxis									SkelMirrorAxis;
var()	EAxis									SkelMirrorFlipAxis;

var		array<SkeletalMeshSocket>		Sockets;

/** Array of bone names that break for use in game/editor */
var()	editconst const native array<string>		BoneBreakNames;

enum BoneBreakOption
{
	BONEBREAK_SoftPreferred, 
	BONEBREAK_AutoDetect,
	BONEBREAK_RigidPreferred
};

/** Array of options that break bones for use in game/editor */
/** Match with BoneBreakNames array **/
var()	const native array<BoneBreakOption>		BoneBreakOptions;

enum TriangleSortOption
{
	TRISORT_None,						//0
	TRISORT_CenterRadialDistance,		//1
	TRISORT_Random,						//2
	TRISORT_Tootle,						//3
	TRISORT_MergeContiguous,			//4
	TRISORT_Custom,						//5
	TRISORT_CustomLeftRight,			//6
};

/** Enum indicating which method to use to generate per-vertex cloth vert movement scale (ClothMovementScale) */
enum ClothMovementScaleGen
{
	ECMDM_DistToFixedVert,
	ECMDM_VertexBoneWeight,
	ECMDM_Empty,
};

/** Enum to specify which axis to use for the forward vector when using TRISORT_CustomLeftRight sort mode */
enum TriangleSortAxis
{
	TSA_X_Axis,
	TSA_Y_Axis,
	TSA_Z_Axis,
};

/** Struct containing triangle sort settings for a particular section */
struct TriangleSortSettings
{
	var() TriangleSortOption TriangleSorting;
	var() TriangleSortAxis CustomLeftRightAxis;
	var() name CustomLeftRightBoneName;
};

/** Struct containing information for a particular LOD level, such as materials and info for when to use it. */
struct native SkeletalMeshLODInfo
{
	/**	Indicates when to use this LOD. A smaller number means use this LOD when further away. */
	var()	float						DisplayFactor;
	/**	Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple. */
	var()	float						LODHysteresis;
	/** Mapping table from this LOD's materials to the SkeletalMesh materials array. */
	var()	editfixedsize array<INT>	LODMaterialMap;
	/** Per-section control over whether to enable shadow casting. */
	var()	editfixedsize array<bool>	bEnableShadowCasting;
	/** Per-section sorting options */
	var		deprecated array<TriangleSortOption>	TriangleSorting;
	var()	editfixedsize array<TriangleSortSettings> TriangleSortSettings;
};

/** Struct containing information for each LOD level, such as materials to use, whether to cast shadows, and when use the LOD. */
var()	editfixedsize array<SkeletalMeshLODInfo>	LODInfo;

/** For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks. */
var()	array<name>	PerPolyCollisionBones;

/** For each of these bones, find the parent that is in PerPolyCollisionBones and add its polys to that bone. */
var()	array<name>	AddToParentPerPolyCollisionBone;

/**
 *	KDOP tree's used for storing rigid triangle information for a subset of bones.
 *	Length of this array matches PerPolyCollisionBones
 */
var		private const native array<int> PerPolyBoneKDOPs;

/** If true, include triangles that are soft weighted to bones. */
var()	bool		bPerPolyUseSoftWeighting;

/** If true, use PhysicsAsset for line collision checks. If false, use per-poly bone collision (if present). */
var()	bool		bUseSimpleLineCollision;

/** If true, use PhysicsAsset for extent (swept box) collision checks. If false, use per-poly bone collision (if present). */
var()	bool		bUseSimpleBoxCollision;

/** All meshes default to GPU skinning. Set to True to enable CPU skinning. If CPU skinning is enabled, bUsePackedPosition can't be enabled */
var()	const bool	bForceCPUSkinning;

/** If true, use 32 bit UVs. If false, use 16 bit UVs to save memory */
var()	const bool	bUseFullPrecisionUVs;

/** If true, use compressed position XYZs(4 bytes saving 8 bytes). This is only useful for GPU skinning.*/
var()	const bool	bUsePackedPosition;

/** The FaceFX asset the skeletal mesh uses for FaceFX operations. */
var() FaceFXAsset FaceFXAsset;

/** Asset used for previewing bounds in AnimSetViewer. Makes setting up LOD distance factors more reliable. */
var()	editoronly PhysicsAsset		BoundsPreviewAsset;

/** Asset used for previewing morph target animations in AnimSetViewer. Only for editor. */
var()	editoronly array<MorphTargetSet>	PreviewMorphSets;

/** LOD bias to use for PC. */
var() int LODBiasPC;
/** LOD bias to use for PS3. */
var() int LODBiasPS3;
/** LOD bias to use for Xbox 360. */
var() int LODBiasXbox360;

/** Path to the resource used to construct this skeletal mesh */
var() const editconst editoronly string	SourceFilePath;

/** Date/Time-stamp of the file from the last import */
var() const editconst editoronly string	SourceFileTimestamp;

/** Cache of ClothMesh objects at different scales. */
var	const native transient array<pointer>	ClothMesh;

/** Scale of each of the ClothMesh objects in cache. This array is same size as ClothMesh. */
var const native transient array<float>		ClothMeshScale;

/** 
 *	Mapping between each vertex in the simulation mesh and the graphics mesh. 
 *	This is ordered so that 'free' vertices are first, and then after NumFreeClothVerts they are 'fixed' to the skinned mesh.
 */
var const array<int>		ClothToGraphicsVertMap;

/** Scaling (per vertex) for how far cloth vert can move from its animated position  */
var const array<float>		ClothMovementScale;

/** Method to use to generate the ClothMovementScale table */
var(Cloth)	ClothMovementScaleGen	ClothMovementScaleGenMode;

/** How far a simulated vertex can move from its animated location */
var(Cloth)	float					ClothToAnimMeshMaxDist;

/** If TRUE, simulated verts are limited to a certain distance from */
var(Cloth)	bool					bLimitClothToAnimMesh;

/**
 * Mapping from index of rendered mesh to index of simulated mesh.
 * This mapping applies before ClothToGraphicsVertMap which can then operate normally
 * The reason for this mapping is to weld several vertices with the same position but different texture coordinates into one
 * simulated vertex which makes it possible to run closed meshes for cloth.
 */
var const array<int>		ClothWeldingMap;

/**
 * This is the highest value stored in ClothWeldingMap
 */
var const int				ClothWeldingDomain;

/**
 * This will hold the indices to the reduced number of cloth vertices used for cooking the NxClothMesh.
 */
var const array<int>		ClothWeldedIndices;

/**
 * Forces the Welding Code to be turned off even if the mesh has doubled vertices
 */
var(ClothAdvanced)	const bool		bForceNoWelding;

/** Point in the simulation cloth vertex array where the free verts finish and we start having 'fixed' verts. */
var const int				NumFreeClothVerts;

/** Index buffer for simulation cloth. */
var const array<int>		ClothIndexBuffer;

/** Vertices with any weight to these bones are considered 'cloth'. */
var(Cloth)	const array<name>		ClothBones;

/** If greater than 1, will generate smaller meshes internally, used to improve simulation time and reduce stretching. */
var(Cloth)	const int				ClothHierarchyLevels;

/** Enable constraints that attempt to minimize curvature or folding of the cloth. */
var(Cloth)	const bool				bEnableClothBendConstraints;

/** Enable damping forces on the cloth. */
var(Cloth)	const bool				bEnableClothDamping;

/** Enable center of mass damping of cloth internal velocities.  */
var(Cloth)	const bool				bUseClothCOMDamping;

/** Controls strength of springs that attempts to keep particles in the cloth together. */
var(Cloth)	const float				ClothStretchStiffness <UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0>;

/** 
 *	Controls strength of springs that stop the cloth from bending. 
 *	bEnableClothBendConstraints must be true to take affect. 
 */
var(Cloth)	const float				ClothBendStiffness <UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0>;

/** 
 *	This is multiplied by the size of triangles sharing a point to calculate the points mass.
 *	This cannot be modified after the cloth has been created.
 */
var(Cloth)	const float				ClothDensity;

/** How thick the cloth is considered when doing collision detection. */
var(Cloth)	const float				ClothThickness;

/** 
 *	Controls how much damping force is applied to cloth particles.
 *	bEnableClothDamping must be true to take affect.
 */
var(Cloth)	const float				ClothDamping  <UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0>;

/** Increasing the number of solver iterations improves how accurately the cloth is simulated, but will also slow down simulation. */
var(Cloth)	const int				ClothIterations;

/** If ClothHierarchyLevels is more than 0, this number controls the number of iterations of the hierarchical solver. */
var(Cloth)	const int				ClothHierarchicalIterations;

/** Controls movement of cloth when in contact with other bodies. */
var(Cloth)	const float				ClothFriction <UIMin=0.0 | UIMax=1.0 | ClampMin=0.0 | ClampMax=1.0>;

/** 
 * Controls the size of the grid cells a cloth is divided into when performing broadphase collision. 
 * The cell size is relative to the AABB of the cloth.
 */
var(ClothAdvanced)	const float				ClothRelativeGridSpacing;

/** Adjusts the internal "air" pressure of the cloth. Only has affect when bEnableClothPressure. */
var(ClothAdvanced)	const float				ClothPressure;

/** Response coefficient for cloth/rb collision */
var(ClothAdvanced)	const float				ClothCollisionResponseCoefficient;

/** How much an attachment to a rigid body influences the cloth */
var(ClothAdvanced)	const float				ClothAttachmentResponseCoefficient;

/** How much extension an attachment can undergo before it tears/breaks */
var(ClothAdvanced)	const float				ClothAttachmentTearFactor;

/**
 * Maximum linear velocity at which cloth can go to sleep.
 * If negative, the global default will be used.
 */
var(ClothAdvanced)	const float				ClothSleepLinearVelocity;

/** If bHardStretchLimit is TRUE, how much stretch is allowed in the cloth. 1.0 is no stretch (but will cause jitter) */
var(Cloth)	const float				HardStretchLimitFactor;

/** 
 *	If TRUE, limit the total amount of stretch that is allowed in the cloth, based on HardStretchLimitFactor. 
 *	Note that bLimitClothToAnimMesh must be TRUE for this to work.
 */
var(Cloth)	const bool				bHardStretchLimit;


/** Enable orthogonal bending resistance to minimize curvature or folding of the cloth. 
 *  This technique uses angular springs instead of distance springs as used in
 *  'bEnableClothBendConstraints'. This mode is slower but independent of stretching resistance.
 */
var(ClothAdvanced)	const bool				bEnableClothOrthoBendConstraints;

/** Enables cloth self collision. */
var(ClothAdvanced)	const bool				bEnableClothSelfCollision;

/** Enables pressure support. Simulates inflated objects like balloons. */
var(ClothAdvanced)	const bool				bEnableClothPressure;

/** Enables two way collision with rigid-bodies. */
var(ClothAdvanced)	const bool				bEnableClothTwoWayCollision;

/** Cloth bone type, used when attaching to the physics asset. */
enum ClothBoneType
{
	CLOTHBONE_Fixed,						//0
	CLOTHBONE_BreakableAttachment,			//1
	CLOTHBONE_TearLine						//2
};

/** Used to specify a set of special cloth bones which are attached to the physics asset */
struct native ClothSpecialBoneInfo
{
	/** The bone name to attach to a cloth vertex */
	var() name BoneName;
	
	/** The type of attachment */
	var() ClothBoneType BoneType;
	
	/** Array used to cache cloth indices which will be attached to this bone, created in BuildClothMapping(),
	 * Note: These are welded indices.
	 */
	var const array<int> AttachedVertexIndices;
};

/** 
 * Vertices with any weight to these bones are considered cloth with special behavoir, currently
 * they are attached to the physics asset with fixed or breakable attachments or tearlines.
 */
var(ClothAdvanced)	const array<ClothSpecialBoneInfo>		ClothSpecialBones; 

/** 
 * Enable cloth line/extent/point checks. 
 * Note: line checks are performed with a raycast against the cloth, but point and swept extent checks are performed against the cloth AABB 
 */
var(Cloth)	const bool				bEnableClothLineChecks;

/**
 *  Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact
 */
var(ClothAdvanced)  const bool				bClothMetal;

/** Threshold for when deformation is allowed */
var(ClothAdvanced)	const float				ClothMetalImpulseThreshold;
/** Amount by which colliding objects are brought closer to the cloth */
var(ClothAdvanced)	const float				ClothMetalPenetrationDepth;
/** Maximum deviation of cloth particles from initial position */
var(ClothAdvanced)	const float				ClothMetalMaxDeformationDistance;

/** 
 *  Used to enable cloth tearing. Note, extra vertices/indices must be reserved using ClothTearReserve 
 *  Also cloth tearing is not available when welding is enabled.
 */
var(Cloth)	const bool				bEnableClothTearing;

/** Stretch factor beyond which a cloth edge/vertex will tear. Should be greater than 1. */
var(Cloth)	const float				ClothTearFactor;

/** Number of vertices/indices to set aside to accomodate new triangles created as a result of tearing */
var(Cloth)	const int				ClothTearReserve;

/** Any cloth vertex that exceeds its valid bounds will be deleted if bEnableValidBounds is set. Tune ValidBoundMin and ValidBoundMax if valid bound is enabled.*/
var(Cloth)	bool			bEnableValidBounds;

/** The minimum coordinates triplet of the cloth valid bound */
var(Cloth)	Vector			ValidBoundsMin;

/** The maximum coordinates triplet of the cloth valid bound */
var(Cloth)	Vector			ValidBoundsMax;

/** Map which maps from a set of 3 triangle indices packet in a 64bit to the location in the index buffer,
 *  Used to update indices for torn triangles.
 *  Note: This structure is lazy initialized when a torn cloth mesh is created. (But could be precomputed
 *  in BuildClothMapping() if serialization is handled correctly).
 */
var			const native Map_Mirror ClothTornTriMap {TMap<QWORD,INT>};

struct native SoftBodyTetraLink
{
	var int Index;
	var vector Bary;
};

/** Mapping between each vertex of the simulated soft-body's surface-mesh and the graphics mesh. */ 
var const array<int>											SoftBodySurfaceToGraphicsVertMap;

/** Index buffer of the triangles of the soft-body's surface mesh. Indices refer to entries in SoftBodySurfaceToGraphicsVertMap. */
var const array<int>											SoftBodySurfaceIndices;

/** Base array of tetrahedron vertex positions. Used to generate the scaled versions from. */
var const array<vector>											SoftBodyTetraVertsUnscaled;

/** Index buffer of the tetrahedra of the soft-body's tetra-mesh. Indices refer to the vertices in SoftBodyTetraVertsUnscaled.*/
var const array<int>											SoftBodyTetraIndices;

/** Mapping between each vertex of the surface-mesh and its tetrahedron, with local positions given in barycentric coordinates. */
var const array<SoftBodyTetraLink>								SoftBodyTetraLinks;

/** Cache of pointers to NxSoftBodyMesh objects at different scales. */
var	const native transient array<pointer>						CachedSoftBodyMeshes;

/** Scale of each of the NxSoftBodyMesh objects in cache. This array is same size as CachedSoftBodyMeshes. */
var const native transient array<float>							CachedSoftBodyMeshScales;

/** Vertices with any weight to these bones are considered 'soft-body'. */
var(SoftBody)	const array<name>								SoftBodyBones;

/** Cloth bone type, used when attaching to the physics asset. */
enum SoftBodyBoneType
{
	SOFTBODYBONE_Fixed,						//0
	SOFTBODYBONE_BreakableAttachment,		//1
	SOFTBODYBONE_TwoWayAttachment,			//2
};

/** Used to specify a set of special softbody bones which are attached to the physics asset */
struct native SoftBodySpecialBoneInfo
{
	/** The bone name to attach to a cloth vertex */
	var() name BoneName;
	
	/** The type of attachment */
	var() SoftBodyBoneType BoneType;
	
	/** Array used to cache softbody indices which will be attached to this bone, created in BuildSoftBodyMapping(),
	 * Note: These are welded indices.
	 */
	var const array<int> AttachedVertexIndices;
};

/** 
 * Vertices with any weight to these bones are considered softbody with special behavoir, currently
 * they are attached to the physics asset with fixed or breakable attachments.
 */
var(SoftBody)	const array<SoftBodySpecialBoneInfo>		SoftBodySpecialBones; 

/** Defines how strongly the soft-body resists motion that changes the rest volume. Range (0,1]. */
var(SoftBody)	const float				SoftBodyVolumeStiffness;

/** Defines how strongly the soft-body resists stretching motions. Range (0,1]. */
var(SoftBody)	const float				SoftBodyStretchingStiffness;

/** Density of the soft-body (mass per volume). */
var(SoftBody)	const float				SoftBodyDensity;

/** Size of the soft-body particles used for collision detection. */
var(SoftBody)	const float				SoftBodyParticleRadius;

/** 
 *	Controls how much damping force is applied to soft-body particles.
 *	bEnableSoftBodyDamping must be true to take affect.
 */
var(SoftBody)	const float				SoftBodyDamping;

/** Increasing the number of solver iterations improves how accurately the soft-body is simulated, but will also slow down simulation. */
var(SoftBody)	const int				SoftBodySolverIterations;

/** Controls movement of soft-body when in contact with other bodies. */
var(SoftBody)	const float				SoftBodyFriction;

/** 
 * Controls the size of the grid cells a soft-body is divided into when performing broadphase collision. 
 * The cell size is relative to the AABB of the soft-body.
 */
var(SoftBody)	const float				SoftBodyRelativeGridSpacing;

/**
 * Maximum linear velocity at which a soft-body can go to sleep.
 * If negative, the global default will be used.
 */
var(SoftBody)	const float				SoftBodySleepLinearVelocity;

/** Enables soft-body self collision. */
var(SoftBody)	const bool				bEnableSoftBodySelfCollision;

/** 
 * Defines a factor for the impulse transfer from the soft body to attached rigid bodies. 
 * bEnableSoftBodyTwoWayCollision must be true to take effect.
 */
var(SoftBody)	const float				SoftBodyAttachmentResponse;

/** 
 * Defines a factor for the impulse transfer from the soft body to colliding rigid bodies. 
 * bEnableSoftBodyTwoWayCollision must be true to take effect.
 */
var(SoftBody)	const float				SoftBodyCollisionResponse;

/** 
 * Controls how much the original graphics mesh is simplified before it is used
 * to seed to tetrahedron-mesh generator.
 */
var(SoftBody)	const float				SoftBodyDetailLevel<ClampMin=0.0 | ClampMax=1.0>;

/** Controls how many tetrahedra are generated to approximate the surface-mesh. */
var(SoftBody)	const int				SoftBodySubdivisionLevel<ClampMin=1.0>;

/** If enabled, an iso-surface is generated around the original graphics-mesh before
 * the tetrahedron-mesh is created.
 */
var(SoftBody)	const bool				bSoftBodyIsoSurface;

/** Enable damping forces on the softbody. */
var(SoftBody)	const bool				bEnableSoftBodyDamping;

/** Enable center of mass damping of SoftBody internal velocities.  */
var(SoftBody)	const bool				bUseSoftBodyCOMDamping;

/** Specifies the maximum distance a tetra-vertex is allowed to have from the 
 *  surface-mesh to still end up attached to a bone. 
 */
var(SoftBody)	const float				SoftBodyAttachmentThreshold;

/** Enables two way collision with rigid-bodies. */
var(SoftBody)	const bool				bEnableSoftBodyTwoWayCollision;

/** How much extension an attachment can undergo before it tears/breaks */
var(SoftBody)	const float				SoftBodyAttachmentTearFactor;

/** Enable soft body line checks. */
var(SoftBody)	const bool				bEnableSoftBodyLineChecks;

/** Whether or not the mesh has vertex colors */
var bool bHasVertexColors;

/** Saves if Graphics Vertex is simulated cloth or not */
var const native array<bool>			GraphicsIndexIsCloth;

/** The cached streaming texture factors.  If the array doesn't have MAX_TEXCOORDS entries in it, the cache is outdated. */
var const native array<float>			CachedStreamingTextureFactors;

/**
 * Allows artists to adjust the distance where textures using UV 0 are streamed in/out.
 * 1.0 is the default, whereas a higher value increases the streamed-in resolution.
 */
var() const float						StreamingDistanceMultiplier;

var const native transient int			ReleaseResourcesFence;

/** Runtime UID for this SkeletalMeshm, used when linking meshes to AnimSets. */
var const transient qword				SkelMeshRUID;

defaultproperties
{
	SkelMirrorAxis=AXIS_X
	SkelMirrorFlipAxis=AXIS_Z
	// Cloth params
	ClothThickness = 0.5
	ClothDensity = 1.0
	ClothBendStiffness = 1.0
	ClothStretchStiffness = 1.0
    ClothDamping = 0.5
	ClothFriction = 0.5
    ClothIterations = 5
	ClothHierarchicalIterations = 2

	HardStretchLimitFactor = 1.1

	ClothMovementScaleGenMode=ECMDM_DistToFixedVert

	bUseSimpleLineCollision=true
	bUseSimpleBoxCollision=true

	bEnableClothOrthoBendConstraints = FALSE
	bEnableClothSelfCollision = FALSE
	bEnableClothPressure = FALSE
	bEnableClothTwoWayCollision = FALSE
	bForceNoWelding = FALSE
	
	ClothRelativeGridSpacing = 1.0
	ClothPressure = 1.0
	ClothCollisionResponseCoefficient = 0.2
	ClothAttachmentResponseCoefficient = 0.2
	ClothAttachmentTearFactor = 1.5
	ClothSleepLinearVelocity =-1.0

	ClothMetalImpulseThreshold=10.0
	ClothMetalPenetrationDepth=0.0
	ClothMetalMaxDeformationDistance=0.0

	bEnableClothTearing = FALSE
	ClothTearFactor = 3.5
	ClothTearReserve = 128
	
	bEnableValidBounds=FALSE
	ValidBoundsMin=(X=0,Y=0,Z=0)
	ValidBoundsMax=(X=0,Y=0,Z=0)
	
	SoftBodyVolumeStiffness = 1.0;
	SoftBodyStretchingStiffness = 1.0;
	SoftBodyDensity = 1.0;
	SoftBodyParticleRadius = 0.1;
	SoftBodyDamping = 0.5;
	SoftBodySolverIterations = 5;
	SoftBodyFriction = 0.5
	SoftBodyRelativeGridSpacing = 1.0
	SoftBodySleepLinearVelocity = -1.0
	bEnableSoftBodySelfCollision = FALSE
	SoftBodyAttachmentResponse = 0.2;
	SoftBodyCollisionResponse = 0.2;
	
	SoftBodyDetailLevel = 0.5f;
	SoftBodySubdivisionLevel = 4
	bSoftBodyIsoSurface = TRUE
	
	SoftBodyAttachmentThreshold = 0.5;
	bEnableSoftBodyTwoWayCollision = TRUE;

	SoftBodyAttachmentTearFactor = 1.5;

	StreamingDistanceMultiplier = 1.0;

	bUsePackedPosition = TRUE
}

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Class file time: to 6-1-2011 07:10:56.000 - Creation time: ti 22-3-2011 19:57:11.639 - Created with UnCodeX