// Copyright Epic Games, Inc. All Rights Reserved. #include "Dataflow/ChaosFleshGetFleshAssetNode.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(ChaosFleshGetFleshAssetNode) void FGetFleshAssetDataflowNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const { if (Out->IsA(&Output)) { FManagedArrayCollection Collection; SetValue(Context, MoveTemp(Collection), &Output); const UFleshAsset* FleshAssetValue = FleshAsset; if (!FleshAssetValue) { if (const UE::Dataflow::FEngineContext* EngineContext = Context.AsType()) { FleshAssetValue = Cast(EngineContext->Owner); } } if (FleshAssetValue) { if (const FFleshCollection* AssetCollection = FleshAssetValue->GetCollection()) { SetValue(Context, (const FManagedArrayCollection&)(*AssetCollection), &Output); } } } }