// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowNode.h" #include "GeometryCollection/ManagedArrayCollection.h" #include "ChaosClothAsset/ConnectableValue.h" #include "AddStitchNode.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 USTRUCT(Meta = (DataflowCloth)) struct FChaosClothAssetAddStitchNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetAddStitchNode, "AddStitch", "Cloth", "Cloth Simulation Add Stitch") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection") public: UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; /** Set of vertices to stitch together. Can be 2D or 3D vertices. A seam will be created by making a chain of stitches (all vertices will merge to a single 3D vertex).*/ UPROPERTY(EditAnywhere, Category = "Add Stitch") FChaosClothAssetConnectableIStringValue MergeToSingleVertexSelection; FChaosClothAssetAddStitchNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()); virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };