// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "UObject/ObjectPtr.h" #include "Dataflow/DataflowContent.h" #include "PhysicsAssetDataflowContent.generated.h" class AActor; class USkeletalMesh; class UPhysicsAsset; /** * Dataflow editor content for physics assets */ UCLASS() class UPhysicsAssetDataflowContent : public UDataflowBaseContent { GENERATED_BODY() public: void SetActorProperties(TObjectPtr& PreviewActor) const override; void SetSkeletalMesh(USkeletalMesh* InMesh); void SetPhysicsAsset(UPhysicsAsset* InAsset); private: // Preview mesh to use UPROPERTY() TObjectPtr SkelMesh = nullptr; // Physics asset to use (must be compatible with the preview mesh) UPROPERTY() TObjectPtr PhysAsset = nullptr; };