// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowEngine.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "GeometryCollectionSkeletonToCollectionNode.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, Deprecated = "5.5")) struct UE_DEPRECATED(5.5, "Use SkeletalMeshToCollection instead") FSkeletonToCollectionDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSkeletonToCollectionDataflowNode, "SkeletonToCollection", "GeometryCollection", "") public: typedef FManagedArrayCollection DataType; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "Skeleton")) TObjectPtr Skeleton = nullptr; UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; FSkeletonToCollectionDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Skeleton); RegisterOutputConnection(&Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };