#include "FortAnimationBlueprintLibrary.h" void UFortAnimationBlueprintLibrary::UpdateAnimSpinner(FAnimSpinner& SpinInformation, float DeltaSeconds, float NewRotationRate) { } float UFortAnimationBlueprintLibrary::GetRelevantAnimTimeRemainingFromCachedData(FCachedAnimRelevancyData& InCachedAnimRelevancyData, UAnimInstance* InAnimInstance) { return 0.0f; } float UFortAnimationBlueprintLibrary::GetRelevantAnimTimeRemainingFractionFromCachedData(FCachedAnimRelevancyData& InCachedAnimRelevancyData, UAnimInstance* InAnimInstance) { return 0.0f; } float UFortAnimationBlueprintLibrary::GetRelevantAnimTimeFromCachedData(FCachedAnimRelevancyData& InCachedAnimRelevancyData, UAnimInstance* InAnimInstance) { return 0.0f; } void UFortAnimationBlueprintLibrary::GetAlphaFromReferenceTransformDelta(float& AlphaOutput, float& RawOutput, const USkinnedMeshComponent* SkeletalMeshComponent, const FName BoneName, const FName BaseName, TEnumAsByte DeltaComponentType, FVector2D InputRange, FVector2D OutputRange, FVector TwistAxis) { } UFortAnimationBlueprintLibrary::UFortAnimationBlueprintLibrary() { }