49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Dataflow/DataflowEngine.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "GeometryCollectionSkeletalMeshToCollectionNode.generated.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
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namespace Dataflow = UE::Dataflow;
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#else
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namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {}
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#endif
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class USkeletalMesh;
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USTRUCT(meta = (DataflowGeometryCollection))
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struct FSkeletalMeshToCollectionDataflowNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FSkeletalMeshToCollectionDataflowNode, "SkeletalMeshToCollection", "GeometryCollection", "")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
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public:
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typedef FManagedArrayCollection DataType;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
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TObjectPtr<const USkeletalMesh> SkeletalMesh = nullptr;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection"))
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FManagedArrayCollection Collection;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "Transforms Only"))
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bool bImportTransformOnly = false;
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FSkeletalMeshToCollectionDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
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: FDataflowNode(InParam, InGuid)
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{
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RegisterInputConnection(&SkeletalMesh);
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RegisterOutputConnection(&Collection);
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}
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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