unreal.ClothConfig

class unreal.ClothConfig

Bases: unreal.StructBase

Holds initial, asset level config for clothing actors.

C++ Source:

  • Module: ClothingSystemRuntime
  • File: ClothingAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_drag (Vector): [Read-Write] Drag applied to angular particle movement, higher values should limit material bending (per-axis)
  • angular_inertia_scale (Vector): [Read-Write] Scale for angular particle inertia, how much movement should translate to angular motion (per-axis)
  • anim_drive_damper_stiffness (float): [Read-Write] Default damper stiffness for anim drive if an anim drive is in use
  • anim_drive_spring_stiffness (float): [Read-Write] Default spring stiffness for anim drive if an anim drive is in use
  • bend_constraint_config (ClothConstraintSetup): [Read-Write] Constraint data for bend constraints
  • centrifugal_inertia_scale (Vector): [Read-Write] Scale for centrifugal particle inertia, how much movement should translate to angular motion (per-axis)
  • collision_thickness (float): [Read-Write] ‘Thickness’ of the simulated cloth, used to adjust collisions
  • damping (Vector): [Read-Write] Damping of particle motion per-axis
  • friction (float): [Read-Write] Friction of the surface when colliding
  • gravity_override (Vector): [Read-Write] Direct gravity override value
  • gravity_scale (float): [Read-Write] Scale of gravity effect on particles
  • horizontal_constraint_config (ClothConstraintSetup): [Read-Write] Constraint data for horizontal constraints
  • linear_drag (Vector): [Read-Write] Drag applied to linear particle movement per-axis
  • linear_inertia_scale (Vector): [Read-Write] Scale for linear particle inertia, how much movement should translate to linear motion (per-axis)
  • self_collision_cull_scale (float): [Read-Write] Scale to use for the radius of the culling checks for self collisions. Any other self collision body within the radius of this check will be culled. This helps performance with higher resolution meshes by reducing the number of colliding bodies within the cloth. Reducing this will have a negative effect on performance!
  • self_collision_radius (float): [Read-Write] Size of self collision spheres centered on each vert
  • self_collision_stiffness (float): [Read-Write] Stiffness of the spring force that will resolve self collisions
  • shear_constraint_config (ClothConstraintSetup): [Read-Write] Constraint data for shear constraints
  • solver_frequency (float): [Read-Write] Frequency of the position solver, lower values will lead to stretchier, bouncier cloth
  • stiffness_frequency (float): [Read-Write] Frequency for stiffness calculations, lower values will degrade stiffness of constraints
  • tether_limit (float): [Read-Write] Scale for the limit of particle tethers (how far they can separate)
  • tether_stiffness (float): [Read-Write] Scale for stiffness of particle tethers between each other
  • use_gravity_override (bool): [Read-Write] Use gravity override value vs gravity scale
  • vertical_constraint_config (ClothConstraintSetup): [Read-Write] Constraint data for vertical constraints
  • wind_drag_coefficient (float): [Read-Write] Drag coefficient for wind calculations, higher values mean wind has more lateral effect on cloth
  • wind_lift_coefficient (float): [Read-Write] Lift coefficient for wind calculations, higher values make cloth rise easier in wind
  • wind_method (ClothingWindMethod): [Read-Write] How wind should be processed, Accurate uses drag and lift to make the cloth react differently, legacy applies similar forces to all clothing without drag and lift (similar to APEX)