// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AnimBlueprintExtension.h" #include "AnimBlueprintExtension_CallFunction.generated.h" class UAnimGraphNode_Base; UCLASS() class UAnimBlueprintExtension_CallFunction : public UAnimBlueprintExtension { GENERATED_BODY() public: virtual void HandleStartCompilingClass(const UClass* InClass, IAnimBlueprintCompilationBracketContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override; // Add a custom event name for the specified node FName AddCustomEventName(UAnimGraphNode_Base* InNode); // Find the custom event name for the specified node. @return NAME_None if the node was not found FName FindCustomEventName(UAnimGraphNode_Base* InNode) const; private: // Counter to allow us to create unique stub function names int32 Counter = 0; // Set of used custom event names per-node TMap CustomEventNames; };