// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowNode.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "SimulationDefaultConfigNode.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 UChaosClothConfig; class UChaosClothSharedSimConfig; /** Add default simulation properties to the cloth collection in the format of the skeletal mesh cloth editor. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetSimulationDefaultConfigNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSimulationDefaultConfigNode, "SimulationDefaultConfig", "Cloth", "Cloth Simulation Default Config") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection") public: UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** Cloth Simulation Properties. */ UPROPERTY(EditAnywhere, Instanced, NoClear, Category = "Simulation Default Config") TObjectPtr SimulationConfig; /** Cloth Shared Simulation Properties. */ UPROPERTY(EditAnywhere, Instanced, NoClear, Category = "Simulation Default Config") TObjectPtr SharedSimulationConfig; FChaosClothAssetSimulationDefaultConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: //~ Begin FDataflowNode Interface virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; virtual void Serialize(FArchive& Ar) override; //~ End FDataflowNode Interface UObject* OwningObject; // For backward compatibility when null SimulationConfig and SharedSimulationConfig are reloaded };