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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintCompilerHandler_LinkedAnimGraph.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimBlueprintCompilerHandler_LinkedAnimGraph.h"
#include "AnimGraphNode_LinkedAnimGraphBase.h"
#include "IAnimBlueprintCompilerCreationContext.h"
#include "IAnimBlueprintCompilationContext.h"
#include "IAnimBlueprintGeneratedClassCompiledData.h"
FAnimBlueprintCompilerHandler_LinkedAnimGraph::FAnimBlueprintCompilerHandler_LinkedAnimGraph(IAnimBlueprintCompilerCreationContext& InCreationContext)
{
InCreationContext.OnPreProcessAnimationNodes().AddRaw(this, &FAnimBlueprintCompilerHandler_LinkedAnimGraph::PreProcessAnimationNodes);
}
void FAnimBlueprintCompilerHandler_LinkedAnimGraph::PreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
for(UAnimGraphNode_Base* AnimNode : InAnimNodes)
{
if(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphBase = Cast<UAnimGraphNode_LinkedAnimGraphBase>(AnimNode))
{
LinkedAnimGraphBase->AllocatePoseLinks();
}
}
}