// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GroomAsset.h" #include "ChaosLog.h" #include "Dataflow/DataflowCore.h" #include "GenerateGuidesCurvesNode.generated.h" /** Build the guides curves from the strands */ USTRUCT(meta = (Experimental, DataflowGroom)) struct FGenerateGuidesCurvesDataflowNode : public FDataflowNode { GENERATED_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGenerateGuidesCurvesDataflowNode, "GenerateGuidesCurves", "Groom", "") DATAFLOW_NODE_RENDER_TYPE("GuidesRender", FName("FGroomCollection"), "Collection") public: FGenerateGuidesCurvesDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } //~ Begin FDataflowNode interface virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; //~ End FDataflowNode interface /** Managed array collection to be used to store datas */ UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** Max number of guides */ UPROPERTY(EditAnywhere, Category="Geometry", meta = (DisplayName = "Guides Count")) int32 GuidesCount = 0; };