Files
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 "ChaosFleshVertexConstraintNode.generated.h"
/**
* Use SetKinematicVertexSelection to set/reset kinematic vertices
*/
USTRUCT(meta = (Deprecated = "5.6"))
struct FSetVerticesKinematicDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSetVerticesKinematicDataflowNode, "SetVerticesKinematic", "Flesh", "")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "SelectionSet"))
TArray<int32> VertexIndicesIn;
FSetVerticesKinematicDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
RegisterInputConnection(&VertexIndicesIn);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};