// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimBlueprintGeneratedClassCompiledData.h" #include "Animation/AnimBlueprintGeneratedClass.h" TArray& FAnimBlueprintGeneratedClassCompiledData::GetBakedStateMachines() const { return Class->BakedStateMachines; } TMap& FAnimBlueprintGeneratedClassCompiledData::GetOrderedSavedPoseIndicesMap() const { return Class->OrderedSavedPoseIndicesMap; } FBlueprintDebugData& FAnimBlueprintGeneratedClassCompiledData::GetBlueprintDebugData() const { return Class->DebugData; } int32 FAnimBlueprintGeneratedClassCompiledData::FindOrAddNotify(FAnimNotifyEvent& Notify) const { if ((Notify.NotifyName == NAME_None) && (Notify.Notify == nullptr) && (Notify.NotifyStateClass == nullptr)) { // Non event, don't add it return INDEX_NONE; } int32 NewIndex = INDEX_NONE; for (int32 NotifyIdx = 0; NotifyIdx < Class->AnimNotifies.Num(); NotifyIdx++) { if( (Class->AnimNotifies[NotifyIdx].NotifyName == Notify.NotifyName) && (Class->AnimNotifies[NotifyIdx].Notify == Notify.Notify) && (Class->AnimNotifies[NotifyIdx].NotifyStateClass == Notify.NotifyStateClass) ) { NewIndex = NotifyIdx; break; } } if (NewIndex == INDEX_NONE) { NewIndex = Class->AnimNotifies.Add(Notify); } return NewIndex; } TArray& FAnimBlueprintGeneratedClassCompiledData::GetAnimNotifies() const { return Class->AnimNotifies; } FAnimBlueprintDebugData& FAnimBlueprintGeneratedClassCompiledData::GetAnimBlueprintDebugData() const { return Class->AnimBlueprintDebugData; } TMap& FAnimBlueprintGeneratedClassCompiledData::GetGraphAssetPlayerInformation() const { return Class->GraphAssetPlayerInformation; } UBlendSpace* FAnimBlueprintGeneratedClassCompiledData::AddBlendSpace(UBlendSpace* InSourceBlendSpace) { return nullptr; }