// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshIsolateComponentNode.generated.h" USTRUCT(meta = (DataflowFlesh)) struct FIsolateComponentNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FIsolateComponentNode, "IsolateComponent", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: //typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow") bool bDeleteHiddenFaces = false; UPROPERTY(EditAnywhere, Category = "Dataflow") FString TargetGeometryIndex = ""; FIsolateComponentNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };