// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "ChaosLog.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowConnectionTypes.h" #include "GetGuidesAttributesNodes.generated.h" /** Get the guides attributes names */ USTRUCT(meta = (Experimental, DataflowGroom)) struct FGetGuidesKinematicWeightsDataflowNode : public FDataflowNode { GENERATED_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGetGuidesKinematicWeightsDataflowNode, "GetGuidesKinematicWeights", "Groom", "") public: FGetGuidesKinematicWeightsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterOutputConnection(&AttributeKey); } //~ Begin FDataflowNode interface virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; //~ End FDataflowNode interface /** Vertex kinematic weights attribute to use */ UPROPERTY(meta = (DisplayName = "AttributeKey", DataflowOutput)) FCollectionAttributeKey AttributeKey; };