// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/ChaosFleshNodesUtility.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshAddKinematicParticlesNode.generated.h" class USkeletalMesh; USTRUCT(meta = (DataflowFlesh)) struct FAddKinematicParticlesDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FAddKinematicParticlesDataflowNode, "AddKinematicParticles", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: typedef FManagedArrayCollection DataType; UPROPERTY(EditAnywhere, Category = "Dataflow") FTransform Transform; UPROPERTY(EditAnywhere, Category = "Dataflow") ESkeletalSeletionMode SkeletalSelectionMode = ESkeletalSeletionMode::Dataflow_SkeletalSelection_Single; UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(meta = (DataflowInput, DisplayName = "SkeletalMesh")) TObjectPtr SkeletalMeshIn; UPROPERTY(meta = (DataflowInput, DisplayName = "SelectionSet")) TArray VertexIndicesIn; UPROPERTY(meta = (DataflowInput, DisplayName = "BoneIndex")) int32 BoneIndexIn = 0; UPROPERTY(meta = (DataflowOutput, DisplayName = "TargetIndices")) TArray TargetIndicesOut; FAddKinematicParticlesDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterOutputConnection(&Collection, &Collection); RegisterInputConnection(&SkeletalMeshIn); RegisterInputConnection(&VertexIndicesIn); RegisterInputConnection(&BoneIndexIn); RegisterOutputConnection(&TargetIndicesOut); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; };