// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowEngine.h" #include "Dataflow/DataflowOverrideNode.h" #include "GeometryCollectionOverrideNodes.generated.h" #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5 namespace Dataflow = UE::Dataflow; #else namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {} #endif /** * * * */ USTRUCT(meta = (DataflowGeometryCollection, DataflowOverride)) struct FGetFloatOverrideFromAssetDataflowNode : public FDataflowOverrideNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetFloatOverrideFromAssetDataflowNode, "GetFloatOverrideFromAsset", "GeometryCollection|Overrides", "") public: UPROPERTY(meta = (DataflowOutput)) float Float = 0.f; UPROPERTY(meta = (DataflowOutput)) float FloatDefault = 0.f; FGetFloatOverrideFromAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowOverrideNode(InParam, InGuid) { RegisterOutputConnection(&Float); RegisterOutputConnection(&FloatDefault); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; /** * * * */ USTRUCT(meta = (DataflowGeometryCollection, DataflowOverride)) struct FGetIntOverrideFromAssetDataflowNode : public FDataflowOverrideNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetIntOverrideFromAssetDataflowNode, "GetIntOverrideFromAsset", "GeometryCollection|Overrides", "") public: UPROPERTY(meta = (DataflowOutput)) int32 Int = 0; UPROPERTY(meta = (DataflowOutput)) int32 IntDefault = 0; FGetIntOverrideFromAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowOverrideNode(InParam, InGuid) { RegisterOutputConnection(&Int); RegisterOutputConnection(&IntDefault); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; /** * * * */ USTRUCT(meta = (DataflowGeometryCollection, DataflowOverride)) struct FGetBoolOverrideFromAssetDataflowNode : public FDataflowOverrideNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetBoolOverrideFromAssetDataflowNode, "GetBoolOverrideFromAsset", "GeometryCollection|Overrides", "") public: UPROPERTY(meta = (DataflowOutput)) bool Bool = false; UPROPERTY(meta = (DataflowOutput)) bool BoolDefault = false; FGetBoolOverrideFromAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowOverrideNode(InParam, InGuid) { RegisterOutputConnection(&Bool); RegisterOutputConnection(&BoolDefault); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; /** * * * */ USTRUCT(meta = (DataflowGeometryCollection, DataflowOverride)) struct FGetStringOverrideFromAssetDataflowNode : public FDataflowOverrideNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetStringOverrideFromAssetDataflowNode, "GetStringOverrideFromAsset", "GeometryCollection|Overrides", "") public: UPROPERTY(meta = (DataflowOutput)) FString String; UPROPERTY(meta = (DataflowOutput)) FString StringDefault; FGetStringOverrideFromAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowOverrideNode(InParam, InGuid) { RegisterOutputConnection(&String); RegisterOutputConnection(&StringDefault); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; namespace UE::Dataflow { void GeometryCollectionOverrideNodes(); }