// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshKinematicTetrahedralConstraintNode.generated.h" class USkeletalMesh; // @todo(deprecate), rename to FKinematicTetrahedralConstraintDataflowNode // ... This should really be a mode on the KinematicConstraint. USTRUCT(meta = (DataflowFlesh, Deprecated = "5.4")) struct FKinematicTetrahedralBindingsDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FKinematicTetrahedralBindingsDataflowNode, "KinematicTetrahedralBindings", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DisplayName = "SkeletalMesh")) TObjectPtr SkeletalMeshIn = nullptr; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow") FString ExclusionList = "twist foo"; FKinematicTetrahedralBindingsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&SkeletalMeshIn); RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };