// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AnimNextVariableBindingData.h" #include "StructUtils/InstancedStruct.h" #include "AnimNextVariableBinding.generated.h" USTRUCT() struct FAnimNextVariableBinding { GENERATED_BODY() FAnimNextVariableBinding() = default; // Returns whether this binding is valid bool IsValid() const { return BindingData.IsValid() && BindingData.Get().IsValid(); } UPROPERTY(EditAnywhere, Category = "Binding", meta=(ExcludeBaseStruct)) TInstancedStruct BindingData; };