Convert Timeline Node from BP to C++ Help?

Hello, I am trying to convert this Blueprint event with a timeline node from existing blueprint to C++

I have this timeline node within the blueprint code and I am trying to figure out how to reference these pins from the event in the callback functions.

Here is the Blueprint Code


Here is the header file



// Sets default values for this actor's properties
AActorBase();

UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Object Transform Timeline")
void TIMELINE_MoveSceneComponentToTransform(UObject* CallingObject, USceneComponent* MovingComponent, FTransform StartTransform, FTransform EndTransform, float Speed, ETimeline_Mode PlayMode);

UPROPERTY(BlueprintReadWrite)
UTimelineComponent* ObjectTransformTimeline;

UPROPERTY(EditAnywhere, Category = "Object Transform Timeline")
UCurveFloat* FloatCurve;

// This is the Update Part
UFUNCTION()
void ObjectTransformFloatReturn(float Value);

UFUNCTION()
void OnObjectTransformTimelineFinished();

/* Declare our delegate function to be binded with ObjectTransformFloatReturn */
FOnTimelineFloat InterpFunction{};

/* Declare our delegate function to be binded with OnObjectTransformTimelineFinished */
FOnTimelineEvent TimelineFinished{};


Here is the cpp file



AActorBase::AActorBase()
{
ObjectTransformTimeline = CreateDefaultSubobject<UTimelineComponent>(TEXT("Timeline"));

InterpFunction.BindUFunction(this, FName("ObjectTransformFloatReturn"));
TimelineFinished.BindUFunction(this, FName("OnObjectTransformTimelineFinished"));

// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;

}

void AActorBase::TIMELINE_MoveSceneComponentToTransform_Implementation(UObject* CallingObject, USceneComponent* MovingComponent, FTransform StartTransform, FTransform EndTransform, float Speed, ETimeline_Mode PlayMode)
{
// Allow Speed up to 5x and speed down to 0.01x
const float NewValue = FMath::Clamp(Speed, 0.01f, 5.0f);

// Update the Timeline Speed
ObjectTransformTimeline->SetPlayRate(NewValue);

switch(PlayMode)
{
case ETimeline_Mode::Play:
ObjectTransformTimeline->Play();
break;

case ETimeline_Mode::PlayFromStart:
ObjectTransformTimeline->PlayFromStart();
break;

case ETimeline_Mode::Stop:
ObjectTransformTimeline->Stop();
break;

case ETimeline_Mode::Reverse:
ObjectTransformTimeline->Reverse();
break;

case ETimeline_Mode::ReverseFromEnd:
ObjectTransformTimeline->SetNewTime(0.0f);
break;

default:
break;
}


}

void AActorBase::ObjectTransformFloatReturn(float Value)
{

}

void AActorBase::OnObjectTransformTimelineFinished()
{

}

// Called when the game starts or when spawned
void AActorBase::BeginPlay()
{
Super::BeginPlay();

// Check if curve asset reference is valid
if (FloatCurve)
{
// Add the float curve to the timeline and connect it to the interpfunction's delegate
ObjectTransformTimeline->AddInterpFloat(FloatCurve, InterpFunction, FName("Alpha"));

// Add our on timeline finished function
ObjectTransformTimeline->SetTimelineFinishedFunc(TimelineFinished);

// Setting our timeline's settings before we play it
ObjectTransformTimeline->SetLooping(false);
ObjectTransformTimeline->SetIgnoreTimeDilation(true);
}

}


For the two callbacks ObjectTransformFloatReturn and OnObjectTransformTimelineFinished
how DO I get the event’s execution data pins in those functions?
In OnObjectTransformTimelineFinished I want CallingObject but I have no way to access it?

I hope that makes sense and I can try to clarify if need by.