0x0000CallFunc_GetOwner_ReturnValue = MeshComponent.GetOwner();0x002ACallFunc_GetComponentByClass_ReturnValue = CallFunc_GetOwner_ReturnValue.GetComponentByClass(/Game/Blueprints/Character/BPC_SN2PhysicalAnimation.BPC_SN2PhysicalAnimation_C);0x005DCallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetComponentByClass_ReturnValue);0x007Aif (!(CallFunc_IsValid_ReturnValue)) goto Label_01B8;0x0088if (!(bDisablePhysicalAnimation)) goto Label_011C;0x0096CallFunc_GetOwner_ReturnValue = MeshComponent.GetOwner();0x00C0CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetOwner_ReturnValue.GetComponentByClass(/Game/Blueprints/Character/BPC_SN2PhysicalAnimation.BPC_SN2PhysicalAnimation_C);0x00F3CallFunc_GetComponentByClass_ReturnValue.EndPhysicalAnimationEvent();0x0117goto Label_01B8;0x011CLabel_011C:0x011CCallFunc_GetOwner_ReturnValue = MeshComponent.GetOwner();0x0146CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetOwner_ReturnValue.GetComponentByClass(/Game/Blueprints/Character/BPC_SN2PhysicalAnimation.BPC_SN2PhysicalAnimation_C);0x0179CallFunc_GetComponentByClass_ReturnValue.SetPhysicalAnimationEvent(Animation, EventReference, PhysicalAnimData);0x01B8Label_01B8:0x01B8return;