// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshVertexConstraintNode.generated.h" /** * Use SetKinematicVertexSelection to set/reset kinematic vertices */ USTRUCT(meta = (Deprecated = "5.6")) struct FSetVerticesKinematicDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSetVerticesKinematicDataflowNode, "SetVerticesKinematic", "Flesh", "") public: typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(meta = (DataflowInput, DisplayName = "SelectionSet")) TArray VertexIndicesIn; FSetVerticesKinematicDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); RegisterInputConnection(&VertexIndicesIn); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };