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

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UDynamicMesh.h"
#include "DynamicMeshProcessor.generated.h"
#define UE_API GEOMETRYFRAMEWORK_API
// Blueprints with this parent class can define general processing to apply to a dynamic mesh
// which can then be used to define procedural operations e.g. in Dataflow or other contexts
UCLASS(MinimalAPI, Abstract, BlueprintType, Blueprintable)
class UDynamicMeshProcessorBlueprint : public UObject
{
GENERATED_BODY()
public:
/// Apply some processing to change the input mesh
/// @param TargetMesh Mesh to update (in place)
/// @param bFailed Set to true to report that the processing has failed
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "MeshProcessor")
UE_API void ProcessDynamicMesh(UDynamicMesh* TargetMesh, bool& bFailed);
/** Whether the blueprint must be run on the game thread -- i.e. if it may use nodes that aren't thread safe. */
UPROPERTY(EditDefaultsOnly, Category = "MeshProcessor")
bool bRequiresGameThread = true;
};
#undef UE_API