// Copyright Epic Games, Inc. All Rights Reserved. #include "PhysicsAssetDataflowState.h" #include "PhysicsEngine/SkeletalBodySetup.h" #include "PhysicsEngine/PhysicsConstraintTemplate.h" void FPhysicsAssetDataflowState::AddStructReferencedObjects(FReferenceCollector& Collector) { Collector.AddReferencedObject(TargetSkeleton); Collector.AddReferencedObject(TargetMesh); AddArrayReferences(Collector, Bodies, Constraints); } void FPhysicsAssetDataflowState::DebugLog() const { for(const USkeletalBodySetup* Setup : Bodies) { UE_LOG(LogTemp, Warning, TEXT("Body: %s"), *Setup->GetName()); } for(const UPhysicsConstraintTemplate* Constraint : Constraints) { UE_LOG(LogTemp, Warning, TEXT("Constraint: %s"), *Constraint->GetName()); } } bool FPhysicsAssetDataflowState::HasData() const { return TargetSkeleton && TargetMesh; }