// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshSkeletalMeshConstraintNode.generated.h" class USkeletalMesh; // @todo(deprecate), rename to FSkeletalMeshConstraintDataflowNode USTRUCT(meta = (DataflowFlesh)) struct FKinematicSkeletalMeshInitializationDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FKinematicSkeletalMeshInitializationDataflowNode, "KinematicSkeletalMeshInitialization", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; UPROPERTY(meta = (DataflowInput, DisplayName = "SkeletalMesh")) TObjectPtr SkeletalMeshIn; UPROPERTY(meta = (DataflowOutput, DisplayName = "SelectionSet")) TArray IndicesOut; FKinematicSkeletalMeshInitializationDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterInputConnection(&SkeletalMeshIn); RegisterOutputConnection(&Collection); RegisterOutputConnection(&IndicesOut); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };