// Copyright Epic Games, Inc. All Rights Reserved. #include "Roles/LiveLinkTransformRole.h" #include "Roles/LiveLinkTransformTypes.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LiveLinkTransformRole) #define LOCTEXT_NAMESPACE "LiveLinkRole" UScriptStruct* ULiveLinkTransformRole::GetStaticDataStruct() const { return FLiveLinkTransformStaticData::StaticStruct(); } UScriptStruct* ULiveLinkTransformRole::GetFrameDataStruct() const { return FLiveLinkTransformFrameData::StaticStruct(); } UScriptStruct* ULiveLinkTransformRole::GetBlueprintDataStruct() const { return FLiveLinkTransformBlueprintData::StaticStruct(); } bool ULiveLinkTransformRole::InitializeBlueprintData(const FLiveLinkSubjectFrameData& InSourceData, FLiveLinkBlueprintDataStruct& OutBlueprintData) const { bool bSuccess = false; FLiveLinkTransformBlueprintData* BlueprintData = OutBlueprintData.Cast(); const FLiveLinkTransformStaticData* StaticData = InSourceData.StaticData.Cast(); const FLiveLinkTransformFrameData* FrameData = InSourceData.FrameData.Cast(); if (BlueprintData && StaticData && FrameData) { GetStaticDataStruct()->CopyScriptStruct(&BlueprintData->StaticData, StaticData); GetFrameDataStruct()->CopyScriptStruct(&BlueprintData->FrameData, FrameData); bSuccess = true; } return bSuccess; } FText ULiveLinkTransformRole::GetDisplayName() const { return LOCTEXT("TransformRole", "Transform"); } #undef LOCTEXT_NAMESPACE