// Copyright Epic Games, Inc. All Rights Reserved. #include "Dataflow/GeometryCollectionSkeletonToCollectionNode.h" #include "Animation/Skeleton.h" #include "Engine/SkeletalMesh.h" #include "GeometryCollection/GeometryCollectionObject.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "GeometryCollection/GeometryCollection.h" #include "GeometryCollection/GeometryCollectionEngineConversion.h" void FSkeletonToCollectionDataflowNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const { if (Out->IsA(&Collection)) { DataType OutCollection; TObjectPtr SkeletonValue = GetValue>(Context, &Skeleton); if (SkeletonValue) { FGeometryCollectionEngineConversion::AppendSkeleton(SkeletonValue.Get(), FTransform::Identity, &OutCollection); } SetValue(Context, MoveTemp(OutCollection), &Collection); } }