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UnrealEngineUWP/Engine/Plugins/Experimental/GeometryCollectionPlugin/Source/GeometryCollectionNodes/Public/Dataflow/GeometryCollectionSkeletalMeshNodes.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "GeometryCollectionSkeletalMeshNodes.generated.h"
class USkeletalMesh;
USTRUCT(meta = (DataflowGeometryCollection))
struct 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 Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Skeleton);
RegisterOutputConnection(&Collection);
}
virtual void Evaluate(Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};
namespace Dataflow
{
void GeometryCollectionSkeletalMeshNodes();
}