// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowNode.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "SetPhysicsAssetNode.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 UPhysicsAsset; /** Replace the current physics assets to collide the simulation mesh against. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSetPhysicsAssetNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSetPhysicsAssetNode, "SetPhysicsAsset", "Cloth", "Cloth Set Physics Asset") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection") public: UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** The physics asset to assign to the Cloth Collection. */ UPROPERTY(EditAnywhere, Category = "Set Physics Asset") TObjectPtr PhysicsAsset; FChaosClothAssetSetPhysicsAssetNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };