48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DataflowAttachment.h"
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#include "PhysicsEngine/PhysicsAsset.h"
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#include "PhysicsAssetDataflowContent.h"
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void UDataflowAttachment::WriteDataflowContent(const TObjectPtr<UDataflowBaseContent>& DataflowContent) const
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{
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if(const TObjectPtr<UPhysicsAssetDataflowContent> Content = Cast<UPhysicsAssetDataflowContent>(DataflowContent))
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{
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Content->SetDataflowAsset(Instance.GetDataflowAsset());
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Content->SetDataflowTerminal(Instance.GetDataflowTerminal().ToString());
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if(UPhysicsAsset* PhysAsset = GetTypedOuter<UPhysicsAsset>())
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{
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Content->SetSkeletalMesh(PhysAsset->GetPreviewMesh());
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Content->SetPhysicsAsset(PhysAsset);
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}
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}
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}
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void UDataflowAttachment::ReadDataflowContent(const TObjectPtr<UDataflowBaseContent>& DataflowContent)
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{
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}
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const FDataflowInstance& UDataflowAttachment::GetDataflowInstance() const
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{
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return Instance;
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}
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FDataflowInstance& UDataflowAttachment::GetDataflowInstance()
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{
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return Instance;
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}
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TObjectPtr<UDataflowBaseContent> UDataflowAttachment::CreateDataflowContent()
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{
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TObjectPtr<UDataflowBaseContent> BaseContent = NewObject<UPhysicsAssetDataflowContent>();
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BaseContent->SetDataflowOwner(this);
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BaseContent->SetTerminalAsset(this);
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WriteDataflowContent(BaseContent);
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return BaseContent;
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}
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