// Copyright Epic Games, Inc. All Rights Reserved. #include "Roles/LiveLinkCameraRole.h" #include "Roles/LiveLinkCameraTypes.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LiveLinkCameraRole) #define LOCTEXT_NAMESPACE "LiveLinkRole" UScriptStruct* ULiveLinkCameraRole::GetStaticDataStruct() const { return FLiveLinkCameraStaticData::StaticStruct(); } UScriptStruct* ULiveLinkCameraRole::GetFrameDataStruct() const { return FLiveLinkCameraFrameData::StaticStruct(); } UScriptStruct* ULiveLinkCameraRole::GetBlueprintDataStruct() const { return FLiveLinkCameraBlueprintData::StaticStruct(); } bool ULiveLinkCameraRole::InitializeBlueprintData(const FLiveLinkSubjectFrameData& InSourceData, FLiveLinkBlueprintDataStruct& OutBlueprintData) const { bool bSuccess = false; FLiveLinkCameraBlueprintData* BlueprintData = OutBlueprintData.Cast(); const FLiveLinkCameraStaticData* StaticData = InSourceData.StaticData.Cast(); const FLiveLinkCameraFrameData* FrameData = InSourceData.FrameData.Cast(); if (BlueprintData && StaticData && FrameData) { GetStaticDataStruct()->CopyScriptStruct(&BlueprintData->StaticData, StaticData); GetFrameDataStruct()->CopyScriptStruct(&BlueprintData->FrameData, FrameData); bSuccess = true; } return bSuccess; } FText ULiveLinkCameraRole::GetDisplayName() const { return LOCTEXT("CameraRole", "Camera"); } #undef LOCTEXT_NAMESPACE