FPerParticlePBDCollisionConstraint ( const TPBDActiveView< FSolverRigidParticles >& InParticlesActiveView, TArray< bool >& Collided, TArray< uint32 >& DynamicGroupIds, TArray< uint32 >& KinematicGroupIds, const TArray< FSolverReal >& PerGroupThickness, const TArray< FSolverReal >& PerGroupFriction )