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// Copyright Epic Games, Inc. All Rights Reserved.
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "AnimationStateNodes/SGraphNodeAnimState.h"
# include "AnimStateNodeBase.h"
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# include "AnimStateConduitNode.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Widgets/SBoxPanel.h"
# include "Widgets/Images/SImage.h"
# include "Widgets/SToolTip.h"
# include "Animation/AnimInstance.h"
# include "Animation/AnimBlueprint.h"
# include "SGraphPreviewer.h"
# include "Kismet2/BlueprintEditorUtils.h"
# include "IDocumentation.h"
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# include "AnimationStateMachineGraph.h"
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# include "Animation/AnimNode_StateMachine.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "AnimGraphNode_StateMachineBase.h"
# include "Widgets/Text/SInlineEditableTextBlock.h"
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# include "SGraphPanel.h"
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# define LOCTEXT_NAMESPACE "SGraphNodeAnimState"
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/////////////////////////////////////////////////////
// SStateMachineOutputPin
class SStateMachineOutputPin : public SGraphPin
{
public :
SLATE_BEGIN_ARGS ( SStateMachineOutputPin ) { }
SLATE_END_ARGS ( )
void Construct ( const FArguments & InArgs , UEdGraphPin * InPin ) ;
protected :
// Begin SGraphPin interface
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virtual TSharedRef < SWidget > GetDefaultValueWidget ( ) override ;
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// End SGraphPin interface
const FSlateBrush * GetPinBorder ( ) const ;
} ;
void SStateMachineOutputPin : : Construct ( const FArguments & InArgs , UEdGraphPin * InPin )
{
this - > SetCursor ( EMouseCursor : : Default ) ;
bShowLabel = true ;
GraphPinObj = InPin ;
check ( GraphPinObj ! = NULL ) ;
const UEdGraphSchema * Schema = GraphPinObj - > GetSchema ( ) ;
check ( Schema ) ;
// Set up a hover for pins that is tinted the color of the pin.
SBorder : : Construct ( SBorder : : FArguments ( )
. BorderImage ( this , & SStateMachineOutputPin : : GetPinBorder )
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. BorderBackgroundColor ( this , & SStateMachineOutputPin : : GetPinColor )
. OnMouseButtonDown ( this , & SStateMachineOutputPin : : OnPinMouseDown )
. Cursor ( this , & SStateMachineOutputPin : : GetPinCursor )
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) ;
}
TSharedRef < SWidget > SStateMachineOutputPin : : GetDefaultValueWidget ( )
{
return SNew ( STextBlock ) ;
}
const FSlateBrush * SStateMachineOutputPin : : GetPinBorder ( ) const
{
return ( IsHovered ( ) )
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? FAppStyle : : GetBrush ( TEXT ( " Graph.StateNode.Pin.BackgroundHovered " ) )
: FAppStyle : : GetBrush ( TEXT ( " Graph.StateNode.Pin.Background " ) ) ;
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}
/////////////////////////////////////////////////////
// SGraphNodeAnimState
void SGraphNodeAnimState : : Construct ( const FArguments & InArgs , UAnimStateNodeBase * InNode )
{
this - > GraphNode = InNode ;
this - > SetCursor ( EMouseCursor : : CardinalCross ) ;
this - > UpdateGraphNode ( ) ;
}
void SGraphNodeAnimState : : GetStateInfoPopup ( UEdGraphNode * GraphNode , TArray < FGraphInformationPopupInfo > & Popups )
{
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UAnimBlueprint * AnimBlueprint = Cast < UAnimBlueprint > ( FBlueprintEditorUtils : : FindBlueprintForNode ( GraphNode ) ) ;
if ( AnimBlueprint )
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{
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UAnimInstance * ActiveObject = Cast < UAnimInstance > ( AnimBlueprint - > GetObjectBeingDebugged ( ) ) ;
UAnimBlueprintGeneratedClass * Class = AnimBlueprint - > GetAnimBlueprintGeneratedClass ( ) ;
FLinearColor CurrentStateColor ( 1.f , 0.5f , 0.25f ) ;
// Display various types of debug data
if ( ( ActiveObject ! = NULL ) & & ( Class ! = NULL ) )
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{
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if ( Class - > GetAnimNodeProperties ( ) . Num ( ) )
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{
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if ( FStateMachineDebugData * DebugInfo = Class - > GetAnimBlueprintDebugData ( ) . StateMachineDebugData . Find ( GraphNode - > GetGraph ( ) ) )
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{
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if ( int32 * StateIndexPtr = DebugInfo - > NodeToStateIndex . Find ( GraphNode ) )
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{
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for ( const FStateMachineStateDebugData & StateData : Class - > GetAnimBlueprintDebugData ( ) . StateData )
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{
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if ( StateData . StateMachineIndex = = DebugInfo - > MachineIndex & & StateData . StateIndex = = * StateIndexPtr )
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{
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if ( StateData . Weight > 0.0f )
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{
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FText StateText ;
if ( StateData . ElapsedTime > 0.0f )
{
StateText = FText : : Format ( LOCTEXT ( " ActiveStateWeightFormat " , " {0} \n Active for {1}s " ) , FText : : AsPercent ( StateData . Weight ) , FText : : AsNumber ( StateData . ElapsedTime ) ) ;
}
else
{
StateText = FText : : Format ( LOCTEXT ( " StateWeightFormat " , " {0} " ) , FText : : AsPercent ( StateData . Weight ) ) ;
}
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Popups . Emplace ( nullptr , CurrentStateColor , StateText . ToString ( ) ) ;
break ;
}
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}
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}
}
}
}
}
}
}
void SGraphNodeAnimState : : GetNodeInfoPopups ( FNodeInfoContext * Context , TArray < FGraphInformationPopupInfo > & Popups ) const
{
GetStateInfoPopup ( GraphNode , Popups ) ;
}
FSlateColor SGraphNodeAnimState : : GetBorderBackgroundColor ( ) const
{
FLinearColor InactiveStateColor ( 0.08f , 0.08f , 0.08f ) ;
FLinearColor ActiveStateColorDim ( 0.4f , 0.3f , 0.15f ) ;
FLinearColor ActiveStateColorBright ( 1.f , 0.6f , 0.35f ) ;
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return GetBorderBackgroundColor_Internal ( InactiveStateColor , ActiveStateColorDim , ActiveStateColorBright ) ;
}
FSlateColor SGraphNodeAnimState : : GetBorderBackgroundColor_Internal ( FLinearColor InactiveStateColor , FLinearColor ActiveStateColorDim , FLinearColor ActiveStateColorBright ) const
{
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UAnimBlueprint * AnimBlueprint = Cast < UAnimBlueprint > ( FBlueprintEditorUtils : : FindBlueprintForNode ( GraphNode ) ) ;
if ( AnimBlueprint )
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{
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UAnimInstance * ActiveObject = Cast < UAnimInstance > ( AnimBlueprint - > GetObjectBeingDebugged ( ) ) ;
UAnimBlueprintGeneratedClass * Class = AnimBlueprint - > GetAnimBlueprintGeneratedClass ( ) ;
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// Display various types of debug data
if ( ( ActiveObject ! = NULL ) & & ( Class ! = NULL ) )
{
if ( FStateMachineDebugData * DebugInfo = Class - > GetAnimBlueprintDebugData ( ) . StateMachineDebugData . Find ( GraphNode - > GetGraph ( ) ) )
{
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if ( int32 * StateIndexPtr = DebugInfo - > NodeToStateIndex . Find ( GraphNode ) )
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{
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for ( const FStateMachineStateDebugData & StateData : Class - > GetAnimBlueprintDebugData ( ) . StateData )
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{
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if ( StateData . StateMachineIndex = = DebugInfo - > MachineIndex & & StateData . StateIndex = = * StateIndexPtr )
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{
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if ( StateData . Weight > 0.0f )
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{
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return FMath : : Lerp < FLinearColor > ( ActiveStateColorDim , ActiveStateColorBright , StateData . Weight ) ;
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}
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}
}
}
}
}
}
return InactiveStateColor ;
}
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void SGraphNodeAnimState : : OnMouseEnter ( const FGeometry & MyGeometry , const FPointerEvent & MouseEvent )
{
// Add pins to the hover set so outgoing transitions arrows remains highlighted while the mouse is over the state node
if ( const UAnimStateNodeBase * StateNode = Cast < UAnimStateNodeBase > ( GraphNode ) )
{
if ( const UEdGraphPin * OutputPin = StateNode - > GetOutputPin ( ) )
{
TSharedPtr < SGraphPanel > OwnerPanel = GetOwnerPanel ( ) ;
check ( OwnerPanel . IsValid ( ) ) ;
for ( int32 LinkIndex = 0 ; LinkIndex < OutputPin - > LinkedTo . Num ( ) ; + + LinkIndex )
{
OwnerPanel - > AddPinToHoverSet ( OutputPin - > LinkedTo [ LinkIndex ] ) ;
}
}
}
SGraphNode : : OnMouseEnter ( MyGeometry , MouseEvent ) ;
}
void SGraphNodeAnimState : : OnMouseLeave ( const FPointerEvent & MouseEvent )
{
// Remove manually added pins from the hover set
if ( const UAnimStateNodeBase * StateNode = Cast < UAnimStateNodeBase > ( GraphNode ) )
{
if ( const UEdGraphPin * OutputPin = StateNode - > GetOutputPin ( ) )
{
TSharedPtr < SGraphPanel > OwnerPanel = GetOwnerPanel ( ) ;
check ( OwnerPanel . IsValid ( ) ) ;
for ( int32 LinkIndex = 0 ; LinkIndex < OutputPin - > LinkedTo . Num ( ) ; + + LinkIndex )
{
OwnerPanel - > RemovePinFromHoverSet ( OutputPin - > LinkedTo [ LinkIndex ] ) ;
}
}
}
SGraphNode : : OnMouseLeave ( MouseEvent ) ;
}
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void SGraphNodeAnimState : : UpdateGraphNode ( )
{
InputPins . Empty ( ) ;
OutputPins . Empty ( ) ;
// Reset variables that are going to be exposed, in case we are refreshing an already setup node.
RightNodeBox . Reset ( ) ;
LeftNodeBox . Reset ( ) ;
const FSlateBrush * NodeTypeIcon = GetNameIcon ( ) ;
FLinearColor TitleShadowColor ( 0.6f , 0.6f , 0.6f ) ;
TSharedPtr < SErrorText > ErrorText ;
TSharedPtr < SNodeTitle > NodeTitle = SNew ( SNodeTitle , GraphNode ) ;
this - > ContentScale . Bind ( this , & SGraphNode : : GetContentScale ) ;
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this - > GetOrAddSlot ( ENodeZone : : Center )
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. HAlign ( HAlign_Center )
. VAlign ( VAlign_Center )
[
SNew ( SBorder )
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. BorderImage ( FAppStyle : : GetBrush ( " Graph.StateNode.Body " ) )
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. Padding ( 0 )
. BorderBackgroundColor ( this , & SGraphNodeAnimState : : GetBorderBackgroundColor )
[
SNew ( SOverlay )
// PIN AREA
+ SOverlay : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Fill )
[
SAssignNew ( RightNodeBox , SVerticalBox )
]
// STATE NAME AREA
+ SOverlay : : Slot ( )
. HAlign ( HAlign_Center )
. VAlign ( VAlign_Center )
. Padding ( 10.0f )
[
SNew ( SBorder )
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. BorderImage ( FAppStyle : : GetBrush ( " Graph.StateNode.ColorSpill " ) )
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. BorderBackgroundColor ( TitleShadowColor )
. HAlign ( HAlign_Center )
. VAlign ( VAlign_Center )
. Visibility ( EVisibility : : SelfHitTestInvisible )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
[
// POPUP ERROR MESSAGE
SAssignNew ( ErrorText , SErrorText )
. BackgroundColor ( this , & SGraphNodeAnimState : : GetErrorColor )
. ToolTipText ( this , & SGraphNodeAnimState : : GetErrorMsgToolTip )
]
+ SHorizontalBox : : Slot ( )
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. AutoWidth ( )
. VAlign ( VAlign_Center )
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[
SNew ( SImage )
. Image ( NodeTypeIcon )
]
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 4.0f , 0.0f , 4.0f , 0.0f ) )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SAssignNew ( InlineEditableText , SInlineEditableTextBlock )
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. Style ( FAppStyle : : Get ( ) , " Graph.StateNode.NodeTitleInlineEditableText " )
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. Text ( NodeTitle . Get ( ) , & SNodeTitle : : GetHeadTitle )
. OnVerifyTextChanged ( this , & SGraphNodeAnimState : : OnVerifyNameTextChanged )
. OnTextCommitted ( this , & SGraphNodeAnimState : : OnNameTextCommited )
. IsReadOnly ( this , & SGraphNodeAnimState : : IsNameReadOnly )
. IsSelected ( this , & SGraphNodeAnimState : : IsSelectedExclusively )
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
NodeTitle . ToSharedRef ( )
]
]
]
]
]
] ;
ErrorReporting = ErrorText ;
ErrorReporting - > SetError ( ErrorMsg ) ;
CreatePinWidgets ( ) ;
}
void SGraphNodeAnimState : : CreatePinWidgets ( )
{
UAnimStateNodeBase * StateNode = CastChecked < UAnimStateNodeBase > ( GraphNode ) ;
UEdGraphPin * CurPin = StateNode - > GetOutputPin ( ) ;
if ( ! CurPin - > bHidden )
{
TSharedPtr < SGraphPin > NewPin = SNew ( SStateMachineOutputPin , CurPin ) ;
this - > AddPin ( NewPin . ToSharedRef ( ) ) ;
}
}
void SGraphNodeAnimState : : AddPin ( const TSharedRef < SGraphPin > & PinToAdd )
{
PinToAdd - > SetOwner ( SharedThis ( this ) ) ;
RightNodeBox - > AddSlot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Fill )
. FillHeight ( 1.0f )
[
PinToAdd
] ;
OutputPins . Add ( PinToAdd ) ;
}
TSharedPtr < SToolTip > SGraphNodeAnimState : : GetComplexTooltip ( )
{
UAnimStateNodeBase * StateNode = CastChecked < UAnimStateNodeBase > ( GraphNode ) ;
return SNew ( SToolTip )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
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// Create the tooltip preview, ensure to disable state overlays to stop
// PIE and read-only borders obscuring the graph
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SNew ( SGraphPreviewer , StateNode - > GetBoundGraph ( ) )
. CornerOverlayText ( this , & SGraphNodeAnimState : : GetPreviewCornerText )
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. ShowGraphStateOverlay ( false )
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]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. Padding ( FMargin ( 0.0f , 5.0f , 0.0f , 0.0f ) )
[
IDocumentation : : Get ( ) - > CreateToolTip ( FText : : FromString ( " Documentation " ) , NULL , StateNode - > GetDocumentationLink ( ) , StateNode - > GetDocumentationExcerptName ( ) )
]
] ;
}
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FText SGraphNodeAnimState : : GetPreviewCornerText ( ) const
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{
UAnimStateNodeBase * StateNode = CastChecked < UAnimStateNodeBase > ( GraphNode ) ;
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return FText : : Format ( NSLOCTEXT ( " SGraphNodeAnimState " , " PreviewCornerStateText " , " {0} state " ) , FText : : FromString ( StateNode - > GetStateName ( ) ) ) ;
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}
const FSlateBrush * SGraphNodeAnimState : : GetNameIcon ( ) const
{
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return FAppStyle : : GetBrush ( TEXT ( " Graph.StateNode.Icon " ) ) ;
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}
/////////////////////////////////////////////////////
// SGraphNodeAnimConduit
void SGraphNodeAnimConduit : : Construct ( const FArguments & InArgs , UAnimStateConduitNode * InNode )
{
SGraphNodeAnimState : : Construct ( SGraphNodeAnimState : : FArguments ( ) , InNode ) ;
}
void SGraphNodeAnimConduit : : GetNodeInfoPopups ( FNodeInfoContext * Context , TArray < FGraphInformationPopupInfo > & Popups ) const
{
// Intentionally empty.
}
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FText SGraphNodeAnimConduit : : GetPreviewCornerText ( ) const
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{
UAnimStateNodeBase * StateNode = CastChecked < UAnimStateNodeBase > ( GraphNode ) ;
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return FText : : Format ( NSLOCTEXT ( " SGraphNodeAnimState " , " PreviewCornerConduitText " , " {0} conduit " ) , FText : : FromString ( StateNode - > GetStateName ( ) ) ) ;
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}
const FSlateBrush * SGraphNodeAnimConduit : : GetNameIcon ( ) const
{
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return FAppStyle : : GetBrush ( TEXT ( " Graph.ConduitNode.Icon " ) ) ;
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}
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# undef LOCTEXT_NAMESPACE