// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimNodes/AnimNode_Sync.h" #include "Animation/AnimSyncScope.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_Sync) void FAnimNode_Sync::Initialize_AnyThread(const FAnimationInitializeContext& Context) { Source.Initialize(Context); } void FAnimNode_Sync::Update_AnyThread(const FAnimationUpdateContext& Context) { const bool bApplySyncing = GroupName != NAME_None; UE::Anim::TOptionalScopedGraphMessage Message(bApplySyncing, Context, Context, GroupName, GroupRole); Source.Update(Context); } void FAnimNode_Sync::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) { Source.CacheBones(Context); } void FAnimNode_Sync::Evaluate_AnyThread(FPoseContext& Output) { Source.Evaluate(Output); } void FAnimNode_Sync::GatherDebugData(FNodeDebugData& DebugData) { DebugData.AddDebugItem(DebugData.GetNodeName(this)); Source.GatherDebugData(DebugData); }