// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowNode.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "BindToRootBoneNode.generated.h" #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5 namespace Dataflow = UE::Dataflow; #else namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {} #endif /** Bind an entire mesh to the single root bone of the current skeleton set on the cloth collection. */ USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetBindToRootBoneNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetBindToRootBoneNode, "BindToRootBone", "Cloth", "Cloth Bind Skinning Weights To Root Bone") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection") public: UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** Whether to bind the simulation mesh. */ UPROPERTY(EditAnywhere, Category = "Bind To Root Bone") bool bBindSimMesh = true; /** Whether to bind the render mesh. */ UPROPERTY(EditAnywhere, Category = "Bind To Root Bone") bool bBindRenderMesh = true; FChaosClothAssetBindToRootBoneNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); private: virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };