// Copyright Epic Games, Inc. All Rights Reserved. #include "DataflowAttachment.h" #include "PhysicsEngine/PhysicsAsset.h" #include "PhysicsAssetDataflowContent.h" void UDataflowAttachment::WriteDataflowContent(const TObjectPtr& DataflowContent) const { if(const TObjectPtr Content = Cast(DataflowContent)) { Content->SetDataflowAsset(Instance.GetDataflowAsset()); Content->SetDataflowTerminal(Instance.GetDataflowTerminal().ToString()); if(UPhysicsAsset* PhysAsset = GetTypedOuter()) { Content->SetSkeletalMesh(PhysAsset->GetPreviewMesh()); Content->SetPhysicsAsset(PhysAsset); } } } void UDataflowAttachment::ReadDataflowContent(const TObjectPtr& DataflowContent) { } const FDataflowInstance& UDataflowAttachment::GetDataflowInstance() const { return Instance; } FDataflowInstance& UDataflowAttachment::GetDataflowInstance() { return Instance; } TObjectPtr UDataflowAttachment::CreateDataflowContent() { TObjectPtr BaseContent = NewObject(); BaseContent->SetDataflowOwner(this); BaseContent->SetTerminalAsset(this); WriteDataflowContent(BaseContent); return BaseContent; }