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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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1.3 KiB
C++

// 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;
};