// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshSetVertexVertexPositionTargetBindingNode.generated.h" USTRUCT(meta = (DataflowFlesh)) struct FSetVertexVertexPositionTargetBindingDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSetVertexVertexPositionTargetBindingDataflowNode, "SetVertexVertexPositionTargetBinding", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0")) float RadiusRatio = .1f; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(meta = (DataflowInput, DisplayName = "TargetIndicesIn")) TArray TargetIndicesIn; UPROPERTY(EditAnywhere, Category = "Dataflow") float PositionTargetStiffness = 10000.f; FSetVertexVertexPositionTargetBindingDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); RegisterInputConnection(&TargetIndicesIn); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };