// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowEngine.h" #include "Dataflow/GeometryCollectionAssetNodes.h" #include "GeometryCollection/GeometryCollectionObject.h" #include "GeometryCollectionStaticMeshToCollectionNode.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 UGeometryCollection; class UStaticMesh; class UMaterial; /** * Create a geometry collection from a UStaticMesh */ USTRUCT() struct FStaticMeshToCollectionDataflowNode_v2 : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FStaticMeshToCollectionDataflowNode_v2, "StaticMeshToCollection", "GeometryCollection|Asset", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") private: /** Asset input */ UPROPERTY(EditAnywhere, Category = "Asset", meta = (DataflowInput)); TObjectPtr StaticMesh; /** Transform to apply to the mesh before converting it to a collection */ UPROPERTY(EditAnywhere, Category = "Asset", meta = (DataflowInput)); FTransform MeshTransform = FTransform::Identity; /** Geometry collection newly created */ UPROPERTY(meta = (DataflowOutput)) FManagedArrayCollection Collection; /** Material array from the static mesh */ UPROPERTY(meta = (DataflowOutput)) TArray> Materials; /** Array of instanced meshes*/ UPROPERTY(meta = (DataflowOutput)) TArray InstancedMeshes; /** corresponding source proxies */ UPROPERTY(meta = (DataflowOutput)) TArray RootProxyMeshes; /** Set the internal faces from material index */ UPROPERTY(EditAnywhere, Category = "Asset"); bool bSetInternalFromMaterialIndex = true; /** Split components - when enabled, each island of the mesh will be converted to an individual transform in the collection */ UPROPERTY(EditAnywhere, Category = "Asset"); bool bSplitComponents = false; virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; public: FStaticMeshToCollectionDataflowNode_v2(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); }; /** * Create a geometry collection from a UStaticMesh * Deprecated (5.6) - use the second version of StaticMeshToCollection node with only one materials ouput */ USTRUCT(meta = (Deprecated = "5.6")) struct FStaticMeshToCollectionDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FStaticMeshToCollectionDataflowNode, "StaticMeshToCollection", "GeometryCollection|Asset", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: /** Asset input */ UPROPERTY(EditAnywhere, Category = "Asset", meta = (DataflowInput, DisplayName = "StaticMesh")); TObjectPtr StaticMesh; /** Transform to apply to the mesh before converting it to a collection */ UPROPERTY(EditAnywhere, Category = "Asset", meta = (DataflowInput)); FTransform MeshTransform = FTransform::Identity; /** Set the internal faces from material index */ UPROPERTY(EditAnywhere, Category = "Asset"); bool bSetInternalFromMaterialIndex = true; /** Split components */ UPROPERTY(EditAnywhere, Category = "Asset"); bool bSplitComponents = false; /** Geometry collection newly created */ UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; /** Materials array to use for this asset */ UPROPERTY(meta = (DataflowOutput, DisplayName = "Materials")) TArray> Materials; /** Material instances array from the static mesh */ UPROPERTY(meta = (DataflowOutput, DisplayName = "MaterialInstances")) TArray> MaterialInstances; /** Array of instanced meshes*/ UPROPERTY(meta = (DataflowOutput, DisplayName = "InstancedMeshes")) TArray InstancedMeshes; FStaticMeshToCollectionDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; namespace UE::Dataflow { void RegisterGeometryStaticMeshToCollectionNodes(); }