text: // Copyright (C) 2020, Doga Can Yanikoglu
  
  
  #include "Character/Animation/Notify/BMAnimNotifyGroundedEntryState.h"
  
  #include "Character/Animation/BMCharacterAnimInstance.h"
  
  void UBMAnimNotifyGroundedEntryState::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
  {
  	UBMCharacterAnimInstance* AnimIns = Cast<UBMCharacterAnimInstance>(MeshComp->GetAnimInstance());
  	if (AnimIns)
  	{
  		AnimIns->SetGroundedEntryState(GroundedEntryState);
  	}
  }
  
  FString UBMAnimNotifyGroundedEntryState::GetNotifyName_Implementation() const
  {
  	FString Name(TEXT("Grounded Entry State: "));
  	Name.Append(GetEnumerationToString(GroundedEntryState));
  	return Name;
  }
  