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

45 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "GeometryCollectionSkeletonToCollectionNode.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, Deprecated = "5.5"))
struct UE_DEPRECATED(5.5, "Use SkeletalMeshToCollection instead") FSkeletonToCollectionDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSkeletonToCollectionDataflowNode, "SkeletonToCollection", "GeometryCollection", "")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "Skeleton"))
TObjectPtr<const USkeleton> Skeleton = nullptr;
UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection"))
FManagedArrayCollection Collection;
FSkeletonToCollectionDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Skeleton);
RegisterOutputConnection(&Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};