// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GroomAsset.h" #include "ChaosLog.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "GroomCollectionFacades.h" #include "GetGroomAssetNode.generated.h" /** Get the groom asset guides */ USTRUCT(meta = (Experimental, DataflowGroom)) struct FGetGroomAssetDataflowNode : public FDataflowNode { GENERATED_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetGroomAssetDataflowNode, "GetGroomAsset", "Groom", "") public: FGetGroomAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterOutputConnection(&Collection); } //~ Begin FDataflowNode interface virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; virtual TArray GetRenderParametersImpl() const override; //~ End FDataflowNode interface /** Input asset to read the guides from */ UPROPERTY(EditAnywhere, Category = "Groom", meta = (DisplayName = "GroomAsset")) TObjectPtr GroomAsset = nullptr; /** Type of curves to use to fill the groom collection (guides/strands) */ UPROPERTY(EditAnywhere, Category = "Groom", meta = (DisplayName = "CurvesType")) EGroomCollectionType CurvesType = EGroomCollectionType::Guides; /** Managed array collection used to store the guides */ UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection")) FManagedArrayCollection Collection; };