// 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 InAnimNodes, IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) { for(UAnimGraphNode_Base* AnimNode : InAnimNodes) { if(UAnimGraphNode_LinkedInputPose* LinkedInputPose = Cast(AnimNode)) { LinkedInputPose->AnalyzeLinks(InAnimNodes); } } }