void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst)
{
...
if (bIsNewCluster)
{
if (bIsSleeping)
{
MEvolution.SetParticleObjectState(Cluster->InternalCluster, Chaos::EObjectStateType::Sleeping);
}
MEvolution.SetPhysicsMaterial(Cluster->InternalCluster, MEvolution.GetPhysicsMaterial(FinalParticlesToAdd[0]));
Cluster->InternalCluster->SetControlFlags(FinalParticlesToAdd[0]->ControlFlags() ); Cluster->InternalCluster->SetLinearEtherDrag(FinalParticlesToAdd[0]->LinearEtherDrag() );
Cluster->InternalCluster->SetAngularEtherDrag(FinalParticlesToAdd[0]->AngularEtherDrag() );
}