// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "GeometryCollectionTriangleBoundaryIndicesNode.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 //Outputs boundary nodes of a triangle mesh USTRUCT(meta = (DataflowFlesh, Experimental)) struct FTriangleBoundaryIndicesNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FTriangleBoundaryIndicesNode, "TriangleBoundaryIndices", "Flesh|Experimental", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") private: typedef FManagedArrayCollection DataType; UPROPERTY(meta = (DataflowInput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(meta = (DataflowOutput, DisplayName = "BoundaryIndices")) TArray BoundaryIndicesOut; virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; public: FTriangleBoundaryIndicesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); };