47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "DismembermentGraphNode.h"
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#include "DismembermentGraphNodeBloodEffect.generated.h"
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/**
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* Node for creating blood effects in the dismemberment graph
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*/
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UCLASS()
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class FLESHEDITOR_API UDismembermentGraphNodeBloodEffect : public UDismembermentGraphNode
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{
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GENERATED_BODY()
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public:
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UDismembermentGraphNodeBloodEffect();
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// Blood effect parameters
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UPROPERTY(EditAnywhere, Category = "Blood Effect")
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TObjectPtr<UNiagaraSystem> BloodEffect;
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UPROPERTY(EditAnywhere, Category = "Blood Effect")
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float BloodAmount;
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UPROPERTY(EditAnywhere, Category = "Blood Effect")
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float BloodPressure;
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UPROPERTY(EditAnywhere, Category = "Blood Effect")
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bool bCreateBloodPool;
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UPROPERTY(EditAnywhere, Category = "Blood Effect", meta = (EditCondition = "bCreateBloodPool"))
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float BloodPoolSize;
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UPROPERTY(EditAnywhere, Category = "Blood Effect", meta = (EditCondition = "bCreateBloodPool"))
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TObjectPtr<UMaterialInterface> BloodPoolMaterial;
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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// End of UEdGraphNode interface
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// UDismembermentGraphNode interface
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virtual void CompileNode(class FDismembermentCompiler* Compiler) override;
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virtual void ExecuteNode(class FDismembermentExecutor* Executor) override;
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// End of UDismembermentGraphNode interface
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};
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