// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowCollectionAttributeKeyNodes.h" #include "Dataflow/DataflowNode.h" #include "GeometryCollection/GeometryCollection.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "GeometryCollectionVertexScalarToVertexIndicesNode.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 /** Convert an vertex float array to a list of indices */ USTRUCT(meta = (DataflowGeometryCollection)) struct FGeometryCollectionVertexScalarToVertexIndicesNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGeometryCollectionVertexScalarToVertexIndicesNode, "VertexScalarToVertexIndices", "GeometryCollection", "Collection Vertex Weight Map to Indices") public: UPROPERTY(Meta = (DataflowInput)) FManagedArrayCollection Collection; /** The name of the vertex attribute and group to generate indices from. */ UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "AttributeKey")) FCollectionAttributeKey AttributeKey = FCollectionAttributeKey("", "Vertices"); /** The value threshold for what is included in the vertex list. */ UPROPERTY(EditAnywhere, Category = "Selection Filter", Meta = (ClampMin = "0", ClampMax = "1")) float SelectionThreshold = 0.f; /** Output list of indices */ UPROPERTY(Meta = (DataflowOutput, DisplayName = "VertexIndices")) TArray VertexIndices = {}; FGeometryCollectionVertexScalarToVertexIndicesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };