// Copyright Epic Games, Inc. All Rights Reserved. #include "BlendStack/BlendStackInputAnimNodeLibrary.h" #include "BlendStack/AnimNode_BlendStackInput.h" #include "BlendStack/AnimNode_BlendStack.h" FBlendStackInputAnimNodeReference UBlendStackInputAnimNodeLibrary::ConvertToBlendStackInputNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result) { return FAnimNodeReference::ConvertToType(Node, Result); } void UBlendStackInputAnimNodeLibrary::GetProperties(const FBlendStackInputAnimNodeReference& BlendStackInputNode, UAnimationAsset*& AnimationAsset, float& AccumulatedTime) { AnimationAsset = nullptr; AccumulatedTime = 0.f; if (const FAnimNode_BlendStackInput* BlendStackInputNodePtr = BlendStackInputNode.GetAnimNodePtr()) { if (BlendStackInputNodePtr->Player) { if (const FBlendStackAnimPlayer* Player = *BlendStackInputNodePtr->Player) { AnimationAsset = Player->GetAnimationAsset(); AccumulatedTime = Player->GetAccumulatedTime(); } } } }