SimOnlyMeshesMaterial
SimOnlyMeshesMaterial
#Overview
name: SimOnlyMeshesMaterial
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of SimOnlyMeshesMaterial is to provide a material for meshes that are used only for simulation purposes in the Chaos Vehicle Dynamics (ChaosVD) plugin for Unreal Engine 5. This variable is specifically used for rendering simulation-only meshes in the editor or during runtime visualization of vehicle dynamics.
This setting variable is primarily used by the ChaosVD plugin, which is part of the vehicle dynamics simulation system in Unreal Engine 5. It is referenced in the ChaosVDEditorSettings, ChaosVDGeometryDataComponent, and ChaosVDScene classes.
The value of this variable is set through the Unreal Engine configuration system, as indicated by the UPROPERTY(Config, Transient) decorator in the ChaosVDEditorSettings class. It can be modified through project settings or configuration files.
SimOnlyMeshesMaterial interacts with other similar variables such as QueryOnlyMeshesMaterial, InstancedMeshesMaterial, and InstancedMeshesQueryOnlyMaterial. These variables are used together to provide different materials for various types of meshes used in the vehicle dynamics simulation.
Developers must be aware that this variable is specific to the ChaosVD plugin and should only be modified if they are working with vehicle dynamics simulations. Changing this material can affect the visual representation of simulation-only meshes in the editor and during runtime.
Best practices when using this variable include:
- Ensuring that the assigned material is compatible with the simulation-only mesh rendering requirements.
- Coordinating changes to this variable with other related material variables to maintain consistency in visualization.
- Testing any changes thoroughly to ensure they don’t negatively impact the performance or visual quality of the vehicle dynamics simulation.
- Documenting any custom materials used for this purpose to aid in future maintenance and collaboration.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Plugins/ChaosVD/Config/Engine.ini:3, section: [default]
- INI Section:
default
- Raw value:
/ChaosVD/Materials/ChasoVDSimMesh.ChasoVDSimMesh
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/ChaosVD/Source/ChaosVD/Private/ChaosVDEditorSettings.h:360
Scope (from outer to inner):
file
class class UChaosVDEditorSettings : public UObject
Source code excerpt:
UPROPERTY(Config, Transient)
TSoftObjectPtr<UMaterial> SimOnlyMeshesMaterial;
UPROPERTY(Config, Transient)
TSoftObjectPtr<UMaterial> InstancedMeshesMaterial;
UPROPERTY(Config, Transient)
TSoftObjectPtr<UMaterial> InstancedMeshesQueryOnlyMaterial;
#Loc: <Workspace>/Engine/Plugins/ChaosVD/Source/ChaosVD/Private/ChaosVDGeometryDataComponent.cpp:359
Scope (from outer to inner):
file
function UMaterialInterface* FChaosVDGeometryComponentUtils::GetBaseMaterialForType
Source code excerpt:
return EditorSettings->QueryOnlyMeshesMaterial.Get();
case EChaosVDMaterialType::SimOnlyMaterial:
return EditorSettings->SimOnlyMeshesMaterial.Get();
case EChaosVDMaterialType::Instanced:
return EditorSettings->InstancedMeshesMaterial.Get();
case EChaosVDMaterialType::InstancedQueryOnly:
return EditorSettings->InstancedMeshesQueryOnlyMaterial.Get();
default:
return nullptr;
#Loc: <Workspace>/Engine/Plugins/ChaosVD/Source/ChaosVD/Private/ChaosVDScene.cpp:65
Scope (from outer to inner):
file
function void FChaosVDScene::Initialize
Source code excerpt:
// Jira for tracking UE-191639
StreamableManager->RequestSyncLoad(Settings->QueryOnlyMeshesMaterial.ToSoftObjectPath());
StreamableManager->RequestSyncLoad(Settings->SimOnlyMeshesMaterial.ToSoftObjectPath());
StreamableManager->RequestSyncLoad(Settings->InstancedMeshesMaterial.ToSoftObjectPath());
StreamableManager->RequestSyncLoad(Settings->InstancedMeshesQueryOnlyMaterial.ToSoftObjectPath());
Settings->OnVisibilitySettingsChanged().AddRaw(this, &FChaosVDScene::HandleVisibilitySettingsChanged);
Settings->OnColorSettingsChanged().AddRaw(this, &FChaosVDScene::HandleColorSettingsChanged);
}