void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) { UAnimBlueprint* AnimBlueprint = GetAnimBlueprint(); if (AnimBlueprint->TargetSkeleton) { AnimBlueprint->TargetSkeleton->AddSlotNodeName(Node.SlotName); AnimBlueprint->TargetSkeleton->AddSlotGroupName(Node.GroupName); } }
void UAnimGraphNode_BlendSpacePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) { UAnimBlueprint* AnimBlueprint = GetAnimBlueprint(); Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName); Node.GroupRole = SyncGroup.GroupRole; }