// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IAnimBlueprintGeneratedClassCompiledData.h" class UAnimBlueprintGeneratedClass; class FAnimBlueprintGeneratedClassCompiledData : public IAnimBlueprintGeneratedClassCompiledData { public: FAnimBlueprintGeneratedClassCompiledData(UAnimBlueprintGeneratedClass* InClass) : Class(InClass) {} private: // IAnimBlueprintGeneratedClassCompiledData interface virtual TArray& GetBakedStateMachines() const override; virtual TMap& GetOrderedSavedPoseIndicesMap() const override; virtual FBlueprintDebugData& GetBlueprintDebugData() const override; virtual TArray& GetAnimNotifies() const override; virtual int32 FindOrAddNotify(FAnimNotifyEvent& Notify) const override; virtual FAnimBlueprintDebugData& GetAnimBlueprintDebugData() const override; virtual TMap& GetGraphAssetPlayerInformation() const override; virtual UBlendSpace* AddBlendSpace(UBlendSpace* InSourceBlendSpace) override; private: // The class we are wrapping UAnimBlueprintGeneratedClass* Class; };