// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "ChaosFlesh/FleshAsset.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshGetFleshAssetNode.generated.h" USTRUCT(meta = (DataflowFlesh)) struct FGetFleshAssetDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetFleshAssetDataflowNode, "GetFleshAsset", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Output") public: UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "FleshAsset")) TObjectPtr FleshAsset = nullptr; UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Output; FGetFleshAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterOutputConnection(&Output); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };