// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowNode.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "SelectionToWeightMapNode.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 integer index selection to a vertex weight map where different map values can be set for selected and unselected vertices. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSelectionToWeightMapNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSelectionToWeightMapNode, "SelectionToWeightMap", "Cloth", "Cloth Selection To Weight Map") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection") public: UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** The name of the selection to convert. */ UPROPERTY(Meta = (DataflowInput)) FString SelectionName; /** * The name of the weight map attribute that will be added to the collection. * If left empty the same name as the selection name will be used instead. */ UPROPERTY(EditAnywhere, Category = "Selection To Weight Map", Meta = (DataflowOutput)) FString WeightMapName; /** The value unselected vertices receive. */ UPROPERTY(EditAnywhere, Category = "Selection To Weight Map", Meta = (ClampMin = "0", ClampMax = "1")) float UnselectedValue = 0.f; /** The value selected vertices receive. */ UPROPERTY(EditAnywhere, Category = "Selection To Weight Map", Meta = (ClampMin = "0", ClampMax = "1")) float SelectedValue = 1.f; FChaosClothAssetSelectionToWeightMapNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };