38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Dataflow/DataflowNode.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "SetPhysicsAssetNode.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 UPhysicsAsset;
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/** Replace the current physics assets to collide the simulation mesh against. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSetPhysicsAssetNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSetPhysicsAssetNode, "SetPhysicsAsset", "Cloth", "Cloth Set Physics Asset")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
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public:
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UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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/** The physics asset to assign to the Cloth Collection. */
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UPROPERTY(EditAnywhere, Category = "Set Physics Asset")
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TObjectPtr<UPhysicsAsset> PhysicsAsset;
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FChaosClothAssetSetPhysicsAssetNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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private:
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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