// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "InterchangeShaderGraphNode.h" #include "InterchangeDecalMaterialNode.generated.h" class IDatasmithBaseMaterialElement; class UInterchangeBaseNodeContainer; UCLASS(MinimalAPI, BlueprintType) class UInterchangeDecalMaterialNode : public UInterchangeShaderNode { GENERATED_BODY() public: bool GetCustomDiffuseTexturePath(FString& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(DiffuseTexturePath, FString); } bool SetCustomDiffuseTexturePath(FString AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(DiffuseTexturePath, FString); } bool GetCustomNormalTexturePath(FString& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(NormalTexturePath, FString); } bool SetCustomNormalTexturePath(FString AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(NormalTexturePath, FString); } private: const UE::Interchange::FAttributeKey Macro_CustomDiffuseTexturePathKey = UE::Interchange::FAttributeKey(TEXT("DiffuseTexturePath")); const UE::Interchange::FAttributeKey Macro_CustomNormalTexturePathKey= UE::Interchange::FAttributeKey(TEXT("NormalTexturePath")); };