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UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshKinematicMuscleAttachmentsNode.h
2025-05-18 13:04:45 +08:00

48 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshKinematicMuscleAttachmentsNode.generated.h"
class USkeletalMesh;
USTRUCT(meta = (DataflowFlesh))
struct FKinematicMuscleAttachmentsDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FKinematicMuscleAttachmentsDataflowNode, "KinematicMuscleAttachments", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "OriginVertexIndices"))
TArray<int32> OriginVertexIndicesIn;
UPROPERTY(meta = (DataflowInput, DisplayName = "InsertionVertexIndices"))
TArray<int32> InsertionVertexIndicesIn;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
TObjectPtr<USkeletalMesh> SkeletalMeshIn;
FKinematicMuscleAttachmentsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
RegisterInputConnection(&OriginVertexIndicesIn);
RegisterInputConnection(&InsertionVertexIndicesIn);
RegisterInputConnection(&SkeletalMeshIn);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};