Files
UnrealEngine/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsDataflow/Public/BuildGuidesLODsNode.h
2025-05-18 13:04:45 +08:00

41 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GroomAsset.h"
#include "ChaosLog.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "BuildGuidesLODsNode.generated.h"
/** Builds the guides LODs */
USTRUCT(meta = (Experimental, DataflowGroom))
struct FBuildGuidesLODsDataflowNode : public FDataflowNode
{
GENERATED_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FBuildGuidesLODsDataflowNode, "BuildGuidesLODs", "Groom", "")
DATAFLOW_NODE_RENDER_TYPE("GuidesRender", FName("FGroomCollection"), "Collection")
public:
FBuildGuidesLODsDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
//~ Begin FDataflowNode interface
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
//~ End FDataflowNode interface
/** Managed array collection to be used to store data */
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
};