// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimNode_StateResult.h" bool FAnimNode_StateResult::SerializeFromMismatchedTag(const FPropertyTag& Tag, FStructuredArchive::FSlot Slot) { if(Tag.Type == NAME_StructProperty && Tag.StructName == FAnimNode_Root::StaticStruct()->GetFName()) { FAnimNode_Root OldValue; FAnimNode_Root::StaticStruct()->SerializeItem(Slot, &OldValue, nullptr); *static_cast(this) = OldValue; return true; } return false; } int32 FAnimNode_StateResult::GetStateIndex() const { return GET_ANIM_NODE_DATA(int32, StateIndex); }