// Copyright Epic Games, Inc. All Rights Reserved. #include "BoneControllers/AnimNode_RigidBody_Library.h" FRigidBodyAnimNodeReference UAnimNodeRigidBodyLibrary::ConvertToRigidBodyAnimNode(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result) { return FAnimNodeReference::ConvertToType(Node, Result); } void UAnimNodeRigidBodyLibrary::ConvertToRigidBodyAnimNodePure(const FAnimNodeReference& Node, FRigidBodyAnimNodeReference& RigidBodyAnimNode, bool& Result) { EAnimNodeReferenceConversionResult ConversionResult; RigidBodyAnimNode = ConvertToRigidBodyAnimNode(Node, ConversionResult); Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded); } FRigidBodyAnimNodeReference UAnimNodeRigidBodyLibrary::SetOverridePhysicsAsset(const FRigidBodyAnimNodeReference& Node, UPhysicsAsset* PhysicsAsset) { Node.CallAnimNodeFunction( TEXT("SetOverridePhysicsAsset"), [PhysicsAsset](FAnimNode_RigidBody& InRigidBodyNode) { InRigidBodyNode.SetOverridePhysicsAsset(PhysicsAsset); }); return Node; }