2022-06-21 23:48:49 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Dataflow/DataflowEngine.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "GeometryCollectionSkeletalMeshNodes.generated.h"
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class USkeletalMesh;
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2022-11-18 17:11:01 -05:00
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USTRUCT(meta = (DataflowGeometryCollection))
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struct FSkeletonToCollectionDataflowNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FSkeletonToCollectionDataflowNode, "SkeletonToCollection", "GeometryCollection", "")
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public:
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typedef FManagedArrayCollection DataType;
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UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "Skeleton"))
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TObjectPtr<const USkeleton> Skeleton = nullptr;
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UPROPERTY(meta = (DataflowOutput, DisplayName = "Collection"))
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FManagedArrayCollection Collection;
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FSkeletonToCollectionDataflowNode(const Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
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: FDataflowNode(InParam, InGuid)
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{
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RegisterInputConnection(&Skeleton);
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RegisterOutputConnection(&Collection);
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}
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virtual void Evaluate(Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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};
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namespace Dataflow
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{
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void GeometryCollectionSkeletalMeshNodes();
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}
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