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

40 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshIsolateComponentNode.generated.h"
USTRUCT(meta = (DataflowFlesh))
struct FIsolateComponentNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FIsolateComponentNode, "IsolateComponent", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
//typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(EditAnywhere, Category = "Dataflow")
bool bDeleteHiddenFaces = false;
UPROPERTY(EditAnywhere, Category = "Dataflow")
FString TargetGeometryIndex = "";
FIsolateComponentNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};