// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimNextAssetWorkspaceAssetUserData.h" #include "Entries/AnimNextVariableEntry.h" #include "Graph/AnimNextAnimationGraph.h" #include "AnimNextAnimGraphWorkspaceAssetUserData.generated.h" USTRUCT() struct FAnimNextAnimationGraphOutlinerData : public FAnimNextRigVMAssetOutlinerData { GENERATED_BODY() FAnimNextAnimationGraphOutlinerData() = default; UAnimNextAnimationGraph* GetAnimationGraph() const { return Cast(GetAsset()); } }; UCLASS() class UAnimNextAnimGraphWorkspaceAssetUserData : public UAssetUserData { public: virtual bool IsEditorOnly() const override { return true; } private: GENERATED_BODY() virtual void GetAssetRegistryTags(FAssetRegistryTagsContext Context) const override; };