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

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1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Dataflow/DataflowNode.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "BindToRootBoneNode.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
/** Bind an entire mesh to the single root bone of the current skeleton set on the cloth collection. */
USTRUCT(Meta = (DataflowCloth))
struct FChaosClothAssetBindToRootBoneNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetBindToRootBoneNode, "BindToRootBone", "Cloth", "Cloth Bind Skinning Weights To Root Bone")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
public:
UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
/** Whether to bind the simulation mesh. */
UPROPERTY(EditAnywhere, Category = "Bind To Root Bone")
bool bBindSimMesh = true;
/** Whether to bind the render mesh. */
UPROPERTY(EditAnywhere, Category = "Bind To Root Bone")
bool bBindRenderMesh = true;
FChaosClothAssetBindToRootBoneNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};