Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintExtension_LinkedInputPose.cpp
frederick lupien dd7509a958 Add a compile time flag to FAnimNode_LinkedInputPose to know if they are connected to the graph's root
[FYI] Paul.McLaurin
review-33657663 [at]Thomas.Sarkanen

[CL 33664929 by frederick lupien in ue5-main branch]
2024-05-15 14:15:59 -04:00

19 lines
786 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimBlueprintExtension_LinkedInputPose.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_LinkedInputPose.h"
#include "IAnimBlueprintCompilerCreationContext.h"
#include "IAnimBlueprintCompilationContext.h"
#include "IAnimBlueprintGeneratedClassCompiledData.h"
void UAnimBlueprintExtension_LinkedInputPose::HandlePreProcessAnimationNodes(TArrayView<UAnimGraphNode_Base*> InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
for(UAnimGraphNode_Base* AnimNode : InAnimNodes)
{
if(UAnimGraphNode_LinkedInputPose* LinkedInputPose = Cast<UAnimGraphNode_LinkedInputPose>(AnimNode))
{
LinkedInputPose->AnalyzeLinks(InAnimNodes);
}
}
}