// Copyright Epic Games, Inc. All Rights Reserved. #include "Roles/LiveLinkLightRole.h" #include "Roles/LiveLinkLightTypes.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LiveLinkLightRole) #define LOCTEXT_NAMESPACE "LiveLinkRole" UScriptStruct* ULiveLinkLightRole::GetStaticDataStruct() const { return FLiveLinkLightStaticData::StaticStruct(); } UScriptStruct* ULiveLinkLightRole::GetFrameDataStruct() const { return FLiveLinkLightFrameData::StaticStruct(); } UScriptStruct* ULiveLinkLightRole::GetBlueprintDataStruct() const { return FLiveLinkLightBlueprintData::StaticStruct(); } bool ULiveLinkLightRole::InitializeBlueprintData(const FLiveLinkSubjectFrameData& InSourceData, FLiveLinkBlueprintDataStruct& OutBlueprintData) const { bool bSuccess = false; FLiveLinkLightBlueprintData* BlueprintData = OutBlueprintData.Cast(); const FLiveLinkLightStaticData* StaticData = InSourceData.StaticData.Cast(); const FLiveLinkLightFrameData* FrameData = InSourceData.FrameData.Cast(); if (BlueprintData && StaticData && FrameData) { GetStaticDataStruct()->CopyScriptStruct(&BlueprintData->StaticData, StaticData); GetFrameDataStruct()->CopyScriptStruct(&BlueprintData->FrameData, FrameData); bSuccess = true; } return bSuccess; } FText ULiveLinkLightRole::GetDisplayName() const { return LOCTEXT("LightRole", "Light"); } #undef LOCTEXT_NAMESPACE