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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_RigidBody_Chaos.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_RigidBody_Chaos.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BoneControllers/AnimNode_RigidBody.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_RigidBody
#define LOCTEXT_NAMESPACE "RigidBody_Chaos"
UAnimGraphNode_RigidBody_Chaos::UAnimGraphNode_RigidBody_Chaos(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_RigidBody_Chaos::GetControllerDescription() const
{
return LOCTEXT("AnimGraphNode_RigidBody_Chaos_ControllerDescription", "Chaos rigid body simulation for physics asset");
}
FText UAnimGraphNode_RigidBody_Chaos::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_RigidBody_Chaos_Tooltip", "Use Chaos to simulate parts of the skeletal using the specified Physics Asset");
}
FText UAnimGraphNode_RigidBody_Chaos::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return FText(LOCTEXT("AnimGraphNode_RigidBody_Chaos_NodeTitle", "Chaos RigidBody"));
}
void UAnimGraphNode_RigidBody_Chaos::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
if(Node.bEnableWorldGeometry && Node.SimulationSpace != ESimulationSpace::WorldSpace)
{
MessageLog.Error(*LOCTEXT("AnimGraphNode_CompileError", "@@ - uses world collision without world space simulation. This is not supported").ToString());
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
#undef LOCTEXT_NAMESPACE