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