// Copyright Epic Games, Inc. All Rights Reserved. #include "SkeletalControlLibrary.h" #include "BoneControllers/AnimNode_SkeletalControlBase.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(SkeletalControlLibrary) DEFINE_LOG_CATEGORY_STATIC(LogSkeletalControlLibrary, Verbose, All); FSkeletalControlReference USkeletalControlLibrary::ConvertToSkeletalControl(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result) { return FAnimNodeReference::ConvertToType(Node, Result); } FSkeletalControlReference USkeletalControlLibrary::SetAlpha(const FSkeletalControlReference& SkeletalControl, float Alpha) { SkeletalControl.CallAnimNodeFunction( TEXT("SetAlpha"), [Alpha](FAnimNode_SkeletalControlBase& InSkeletalControl) { InSkeletalControl.SetAlpha(Alpha); }); return SkeletalControl; } float USkeletalControlLibrary::GetAlpha(const FSkeletalControlReference& SkeletalControl) { float Alpha = 0.0f; SkeletalControl.CallAnimNodeFunction( TEXT("GetAlpha"), [&Alpha](FAnimNode_SkeletalControlBase& InSkeletalControl) { Alpha = InSkeletalControl.GetAlpha(); }); return Alpha; }