p.ChaosCloth.DebugDrawBendingConstraint

p.ChaosCloth.DebugDrawBendingConstraint

#Overview

name: p.ChaosCloth.DebugDrawBendingConstraint

This variable is created as a Console Variable (cvar).

It is referenced in 6 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of p.ChaosCloth.DebugDrawBendingConstraint is to enable or disable the debug drawing of the bending constraint in the Chaos Cloth simulation system. This setting is primarily used for visualization and debugging purposes in the Unreal Engine’s Chaos Cloth physics system.

The associated variable DebugDrawBendingConstraint is a TAutoConsoleVariable that directly corresponds to the p.ChaosCloth.DebugDrawBendingConstraint setting. It’s used within the Chaos Cloth simulation system to control the debug drawing of bending constraints.

When working with this variable, developers should remember that it’s intended for debug purposes and should be used judiciously, as debug drawing can impact performance. It’s particularly useful when troubleshooting issues related to the bending behavior of the simulated cloth.

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/ChaosCloth/Source/ChaosCloth/Private/ChaosCloth/ChaosClothingSimulation.cpp:81

Scope (from outer to inner):

file
namespace    ClothingSimulationCVar

Source code excerpt:

	TAutoConsoleVariable<bool> DebugDrawAnimDrive           (TEXT("p.ChaosCloth.DebugDrawAnimDrive"           ), false, TEXT("Whether to debug draw the Chaos Cloth anim drive"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawEdgeConstraint      (TEXT("p.ChaosCloth.DebugDrawEdgeConstraint"      ), false, TEXT("Whether to debug draw the Chaos Cloth edge constraint"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawBendingConstraint   (TEXT("p.ChaosCloth.DebugDrawBendingConstraint"   ), false, TEXT("Whether to debug draw the Chaos Cloth bending constraint"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawLongRangeConstraint (TEXT("p.ChaosCloth.DebugDrawLongRangeConstraint" ), false, TEXT("Whether to debug draw the Chaos Cloth long range constraint (aka tether constraint)"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawWindForces          (TEXT("p.ChaosCloth.DebugDrawWindForces"          ), false, TEXT("Whether to debug draw the Chaos Cloth wind forces"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawSelfCollision       (TEXT("p.ChaosCloth.DebugDrawSelfCollision"       ), false, TEXT("Whether to debug draw the Chaos Cloth self collision information"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawSelfIntersection    (TEXT("p.ChaosCloth.DebugDrawSelfIntersection"    ), false, TEXT("Whether to debug draw the Chaos Cloth self intersection information"), ECVF_Cheat);
}
#endif  // #if CHAOS_DEBUG_DRAW

#Loc: <Workspace>/Engine/Plugins/ChaosClothAsset/Source/ChaosClothAssetEngine/Private/ChaosClothAsset/ClothSimulationProxy.cpp:306

Scope (from outer to inner):

file
namespace    UE::Chaos::ClothAsset
function     void FClothSimulationProxy::Tick

Source code excerpt:

		static const TConsoleVariableData<bool>* const DebugDrawAnimDriveCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawAnimDrive"));
		static const TConsoleVariableData<bool>* const DebugDrawEdgeConstraintCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawEdgeConstraint"));
		static const TConsoleVariableData<bool>* const DebugDrawBendingConstraintCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawBendingConstraint"));
		static const TConsoleVariableData<bool>* const DebugDrawLongRangeConstraintCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawLongRangeConstraint"));
		static const TConsoleVariableData<bool>* const DebugDrawWindForcesCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawWindForces"));
		static const TConsoleVariableData<bool>* const DebugDrawSelfCollisionCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawSelfCollision"));
		static const TConsoleVariableData<bool>* const DebugDrawSelfIntersectionCVar = IConsoleManager::Get().FindTConsoleVariableDataBool(TEXT("p.ChaosCloth.DebugDrawSelfIntersection"));

		if (DebugDrawLocalSpaceCVar && DebugDrawLocalSpaceCVar->GetValueOnAnyThread()) { Visualization->DrawLocalSpace(); }

#Associated Variable and Callsites

This variable is associated with another variable named DebugDrawBendingConstraint. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Plugins/ChaosCloth/Source/ChaosCloth/Private/ChaosCloth/ChaosClothingSimulation.cpp:81

Scope (from outer to inner):

file
namespace    ClothingSimulationCVar

Source code excerpt:

	TAutoConsoleVariable<bool> DebugDrawAnimDrive           (TEXT("p.ChaosCloth.DebugDrawAnimDrive"           ), false, TEXT("Whether to debug draw the Chaos Cloth anim drive"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawEdgeConstraint      (TEXT("p.ChaosCloth.DebugDrawEdgeConstraint"      ), false, TEXT("Whether to debug draw the Chaos Cloth edge constraint"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawBendingConstraint   (TEXT("p.ChaosCloth.DebugDrawBendingConstraint"   ), false, TEXT("Whether to debug draw the Chaos Cloth bending constraint"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawLongRangeConstraint (TEXT("p.ChaosCloth.DebugDrawLongRangeConstraint" ), false, TEXT("Whether to debug draw the Chaos Cloth long range constraint (aka tether constraint)"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawWindForces          (TEXT("p.ChaosCloth.DebugDrawWindForces"          ), false, TEXT("Whether to debug draw the Chaos Cloth wind forces"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawSelfCollision       (TEXT("p.ChaosCloth.DebugDrawSelfCollision"       ), false, TEXT("Whether to debug draw the Chaos Cloth self collision information"), ECVF_Cheat);
	TAutoConsoleVariable<bool> DebugDrawSelfIntersection    (TEXT("p.ChaosCloth.DebugDrawSelfIntersection"    ), false, TEXT("Whether to debug draw the Chaos Cloth self intersection information"), ECVF_Cheat);
}
#endif  // #if CHAOS_DEBUG_DRAW

#Loc: <Workspace>/Engine/Plugins/ChaosCloth/Source/ChaosCloth/Private/ChaosCloth/ChaosClothingSimulation.cpp:590

Scope (from outer to inner):

file
function     void FClothingSimulation::Simulate

Source code excerpt:

	if (ClothingSimulationCVar::DebugDrawAnimDrive           .GetValueOnAnyThread()) { DebugDrawAnimDrive           (); }
	if (ClothingSimulationCVar::DebugDrawEdgeConstraint      .GetValueOnAnyThread()) { DebugDrawEdgeConstraint      (); }
	if (ClothingSimulationCVar::DebugDrawBendingConstraint   .GetValueOnAnyThread()) { DebugDrawBendingConstraint   (); }
	if (ClothingSimulationCVar::DebugDrawLongRangeConstraint .GetValueOnAnyThread()) { DebugDrawLongRangeConstraint (); }
	if (ClothingSimulationCVar::DebugDrawWindForces          .GetValueOnAnyThread()) { DebugDrawWindAndPressureForces(); }
	if (ClothingSimulationCVar::DebugDrawSelfCollision       .GetValueOnAnyThread()) { DebugDrawSelfCollision       (); }
	if (ClothingSimulationCVar::DebugDrawSelfIntersection    .GetValueOnAnyThread()) { DebugDrawSelfIntersection    (); }
#endif  // #if CHAOS_DEBUG_DRAW
}

#Loc: <Workspace>/Engine/Plugins/ChaosCloth/Source/ChaosCloth/Public/ChaosCloth/ChaosClothingSimulation.h:105

Scope (from outer to inner):

file
namespace    Chaos
class        class FClothingSimulation : public FClothingSimulationCommon
function     void DebugDrawBendingConstraint

Source code excerpt:

		void DebugDrawAnimDrive(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawAnimDrive(PDI); }
		void DebugDrawEdgeConstraint(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawEdgeConstraint(PDI); }
		void DebugDrawBendingConstraint(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawBendingConstraint(PDI); }
		void DebugDrawLongRangeConstraint(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawLongRangeConstraint(PDI); }
		void DebugDrawWindAndPressureForces(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawWindAndPressureForces(PDI); }
		UE_DEPRECATED(5.1, "DebugDrawWindForces has been renamed DebugDrawWindAndPressureForces.")
		void DebugDrawWindForces(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawWindAndPressureForces(PDI); }
		void DebugDrawLocalSpace(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawLocalSpace(PDI); }
		void DebugDrawSelfCollision(FPrimitiveDrawInterface* PDI = nullptr) const { Visualization.DrawSelfCollision(PDI); }

#Loc: <Workspace>/Engine/Plugins/ChaosCloth/Source/ChaosClothEditor/Private/ChaosClothEditor/ChaosSimulationEditorExtender.cpp:77

Scope (from outer to inner):

file
namespace    Chaos

Source code excerpt:

	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawAnimDrive           , TEXT("p.ChaosClothEditor.DebugDrawAnimDrive"           ), LOCTEXT("ChaosVisName_AnimDrive"           , "Anim Drive"                 ), LOCTEXT("ChaosVisName_AnimDrive_Tooltip"           , "Draws the current skinned reference mesh for the simulation which anim drive will attempt to reach if enabled")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawEdgeConstraint      , TEXT("p.ChaosClothEditor.DebugDrawEdgeConstraint"      ), LOCTEXT("ChaosVisName_EdgeConstraint"      , "Edge Constraint"            ), LOCTEXT("ChaosVisName_EdgeConstraint_Tooltip"      , "Draws the edge spring constraints")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawBendingConstraint   , TEXT("p.ChaosClothEditor.DebugDrawBendingConstraint"   ), LOCTEXT("ChaosVisName_BendingConstraint"   , "Bending Constraint"         ), LOCTEXT("ChaosVisName_BendingConstraint_Tooltip"   , "Draws the bending spring constraints")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawLongRangeConstraint , TEXT("p.ChaosClothEditor.DebugDrawLongRangeConstraint" ), LOCTEXT("ChaosVisName_LongRangeConstraint" , "Long Range Constraint"      ), LOCTEXT("ChaosVisName_LongRangeConstraint_Tooltip" , "Draws the long range attachment constraint distances")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawWindAndPressureForces, TEXT("p.ChaosClothEditor.DebugDrawWindAndPressureForces"), LOCTEXT("ChaosVisName_WindAndPressureForces", "Wind Aerodynamic And Pressure Forces"), LOCTEXT("ChaosVisName_WindAndPressure_Tooltip", "Draws the Wind drag and lift and pressure forces")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawLocalSpace          , TEXT("p.ChaosClothEditor.DebugDrawLocalSpace"          ), LOCTEXT("ChaosVisName_LocalSpace"          , "Local Space Reference Bone" ), LOCTEXT("ChaosVisName_LocalSpace_Tooltip"          , "Draws the local space reference bone")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawSelfCollision       , TEXT("p.ChaosClothEditor.DebugDrawSelfCollision"       ), LOCTEXT("ChaosVisName_SelfCollision"       , "Self Collision"             ), LOCTEXT("ChaosVisName_SelfCollision_Tooltip"       , "Draws the self collision thickness/debugging information")),
	FVisualizationOption(&Chaos::FClothingSimulation::DebugDrawSelfIntersection    , TEXT("p.ChaosClothEditor.DebugDrawSelfIntersection"    ), LOCTEXT("ChaosVisName_SelfIntersection"    , "Self Intersection"          ), LOCTEXT("ChaosVisName_SelfIntersection_Tooltip"    , "Draws the self intersection contour/region information")),
};