// 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 "GroomAssetTerminalNode.generated.h" USTRUCT(meta = (Experimental, DataflowGroom, DataflowTerminal)) struct FGroomAssetTerminalDataflowNode : public FDataflowTerminalNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FGroomAssetTerminalDataflowNode, "GroomAssetTerminal", "Groom", "") public: FGroomAssetTerminalDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowTerminalNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); } //~ Begin FDataflowTerminalNode interface virtual void SetAssetValue(TObjectPtr Asset, UE::Dataflow::FContext& Context) const override; virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; //~ End FDataflowTerminalNode interface UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; };