UE4 Plugin Settings
Several Simulation and Plugin settings are tweakable in the Project Settings window under VICO Dynamics
This is the number of Particles to reserve memory for at startup. VICO Dynamics pre-allocates all of its memory, so you’ll need to adjust this number depending on your use case. As a reference, the Examples project uses 340 Particles.
If true, Particles will be able to collide with one another.
If true, enables collision between Particles and other Rigid Bodies in the level.
NOTE: This is the first source of performance issues due to the nature of checking for possible collisions. Will be improved.
The framerate at which the Simulation runs at.
NOTE: If your game runs at 30fps and this is set to 60, the simulation will do 2 frames worth of work! This can be tweaked at runtime, but may add instability in some cases.
EXPIREMENTEL: Not for production just yet!
Whether to run the Simulation Tick asynchronously on a worker thread.
This allows you to allocate the entire frame budget to the simulation without stalling the game thread.
NOTE: The VDTensionRopeComponent does exhibit strange behavior with this enabled in some cases.
The core on which the worker thread will run on, only really applies to Consoles.
The number of Sub-steps, per-frame, the simulation takes.
The number of iterations per-substep the constraint solver takes.
If true, draws debug info for collisions with RigidBodies.
Emerald for Sweep cached contact edge with the Orange line being the resolved link from the cache.
Purple for Swept contact edge with the Red line being the correction required to resolve the collision.