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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ChaosFlesh/FleshAsset.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshGetFleshAssetNode.generated.h"
USTRUCT(meta = (DataflowFlesh))
struct FGetFleshAssetDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FGetFleshAssetDataflowNode, "GetFleshAsset", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Output")
public:
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "FleshAsset"))
TObjectPtr<const UFleshAsset> FleshAsset = nullptr;
UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection"))
FManagedArrayCollection Output;
FGetFleshAssetDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterOutputConnection(&Output);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};