#pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "FSDAnimationFunctionLibrary.generated.h" class UAnimSequence; UCLASS(Blueprintable) class UFSDAnimationFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFSDAnimationFunctionLibrary(); UFUNCTION(BlueprintCallable) static float GetAnimSequenceLength(const UAnimSequence* AnimSequence); };