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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Root.h"
#include "GraphEditorSettings.h"
/////////////////////////////////////////////////////
// FPoseLinkMappingRecord
void FPoseLinkMappingRecord::PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const
{
checkSlow(IsValid());
DestinationPtr = ChildProperty->ContainerPtrToValuePtr<uint8>(DestinationPtr);
if (ChildPropertyIndex != INDEX_NONE)
{
UArrayProperty* ArrayProperty = CastChecked<UArrayProperty>(ChildProperty);
FScriptArrayHelper ArrayHelper(ArrayProperty, DestinationPtr);
check(ArrayHelper.IsValidIndex(ChildPropertyIndex));
DestinationPtr = ArrayHelper.GetRawPtr(ChildPropertyIndex);
}
// Check to guard against accidental infinite loops
check((LinkID == INDEX_NONE) || (LinkID != SourceLinkID));
// Patch the pose link
FPoseLinkBase& PoseLink = *((FPoseLinkBase*)DestinationPtr);
PoseLink.LinkID = LinkID;
PoseLink.SourceLinkID = SourceLinkID;
}
/////////////////////////////////////////////////////
// UAnimGraphNode_Root
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Root::UAnimGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText DefaultTitle = LOCTEXT("AnimGraphNodeRoot_Title", "Output Pose");
if(TitleType != ENodeTitleType::FullTitle)
{
return DefaultTitle;
}
else
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), DefaultTitle);
Args.Add(TEXT("Name"), FText::FromString(GetOuter()->GetName()));
return FText::Format(LOCTEXT("AnimGraphNodeRoot_TitleNamed", "{NodeTitle}\n{Name}"), Args);
}
}
FText UAnimGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("AnimGraphNodeRoot_Tooltip", "Wire the final animation pose for this graph into this node");
}
bool UAnimGraphNode_Root::IsSinkNode() const
{
return true;
}
void UAnimGraphNode_Root::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty. This node is auto-generated when a new graph is created.
}
FString UAnimGraphNode_Root::GetDocumentationLink() const
{
return TEXT("Shared/GraphNodes/AnimationStateMachine");
}
#undef LOCTEXT_NAMESPACE