p.GraphPropagationBasedCollisionImpulseProcessing
p.GraphPropagationBasedCollisionImpulseProcessing
#Overview
name: p.GraphPropagationBasedCollisionImpulseProcessing
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
when processing collision impulse toc ompute strain, pick the closest child from the impact point and propagate using the connection graph [def: 0]
It is referenced in 1
C++ source file.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/PBDRigidClustering.cpp:58
Scope (from outer to inner):
file
namespace Chaos
Source code excerpt:
int32 GraphPropagationBasedCollisionImpulseProcessing = 0;
FAutoConsoleVariableRef CVarGraphPropagationBasedCollisionImpulseProcessing(TEXT("p.GraphPropagationBasedCollisionImpulseProcessing"), GraphPropagationBasedCollisionImpulseProcessing, TEXT("when processing collision impulse toc ompute strain, pick the closest child from the impact point and propagate using the connection graph [def: 0]"));
float GraphPropagationBasedCollisionFactor = 1;
FAutoConsoleVariableRef CVarGraphPropagationBasedCollisionFactor(TEXT("p.GraphPropagationBasedCollisionFactor"), GraphPropagationBasedCollisionFactor, TEXT("when p.GraphPropagationBasedCollisionImpulseProcessing is on, the percentage [0-1] of remaining damage that is distributed to the connected pieces"));
float RestoreBreakingMomentumPercent = .5;
FAutoConsoleVariableRef CVarRestoreBreakingMomentumPercent(TEXT("p.RestoreBreakingMomentumPercent"), RestoreBreakingMomentumPercent, TEXT("When a rigid cluster is broken, objects that its in contact with will receive an impulse to restore this percent of their momentum prior to the break."));