Files
UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshSkinSimulationPropertiesNode.h
2025-05-18 13:04:45 +08:00

43 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "Dataflow/ChaosFleshNodesUtility.h"
#include "ChaosFleshSkinSimulationPropertiesNode.generated.h"
/*
Set triangle mesh to simulate using skin constraints
*/
USTRUCT(meta = (DataflowFlesh))
struct FSkinSimulationPropertiesDataflowNodes : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSkinSimulationPropertiesDataflowNodes, "SkinSimulationProperties", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DisplayName = "UseSkinConstraints"))
bool bSkinConstraints = false;
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection"))
FManagedArrayCollection Collection;
FSkinSimulationPropertiesDataflowNodes(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};