Yes you should probably not work on engine source, waste of time.
Since you shouldn’t need it for blueprints you should just be fine with a simple library:
YourUtils.h
#pragma once
#include "Math/TransformNonVectorized.h"
class FYourUtils {
public:
static bool IsEqual_Transform(const FTransform& A, const FTransform& B);
};
YourUtils.cpp
#include "YourUtils.h"
bool FYourUtils::IsEqual_Transform(const FTransform& A, const FTransform& B) {
return (
A.Rotation == B.Rotation
&& A.Translation == B.Translation
&& A.Scale3D == B.Scale3D
);
}