// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowEngine.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "GeometryCollectionSkeletalMeshToCollectionNode.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 class USkeletalMesh; USTRUCT(meta = (DataflowGeometryCollection)) struct FSkeletalMeshToCollectionDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSkeletalMeshToCollectionDataflowNode, "SkeletalMeshToCollection", "GeometryCollection", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh")) TObjectPtr SkeletalMesh = nullptr; UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "Transforms Only")) bool bImportTransformOnly = false; FSkeletalMeshToCollectionDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&SkeletalMesh); RegisterOutputConnection(&Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };