// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowNode.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "CopySimulationToRenderMeshNode.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 UMaterialInterface; /** Copy the simulation mesh to the render mesh to be able to render the simulation mesh, or when not using a different mesh for rendering. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetCopySimulationToRenderMeshNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetCopySimulationToRenderMeshNode, "CopySimulationToRenderMesh", "Cloth", "Cloth Simulation Render Mesh") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection") public: UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** New material for the render mesh. */ UPROPERTY(EditAnywhere, Category = "Copy Simulation To Render Mesh") TObjectPtr Material; /** Generate a single render pattern rather than a render pattern per sim pattern. */ UPROPERTY(EditAnywhere, Category = "Copy Simulation To Render Mesh") bool bGenerateSingleRenderPattern = true; FChaosClothAssetCopySimulationToRenderMeshNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };