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

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_TransitionResult.h"
#include "GraphEditorActions.h"
#include "GraphEditorSettings.h"
#include "ScopedTransaction.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_TransitionResult
#define LOCTEXT_NAMESPACE "UAnimGraphNode_TransitionResult"
UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_TransitionResult::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_TransitionResult::GetTooltipText() const
{
return LOCTEXT("TransitionResultTooltip", "This expression is evaluated to determine if the state transition can be taken");
}
FText UAnimGraphNode_TransitionResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Result", "Result");
}
void UAnimGraphNode_TransitionResult::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
// Intentionally empty. This node is autogenerated when a transition graph is created.
}
void UAnimGraphNode_TransitionResult::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty. This node is auto-generated when a transition graph is created.
}
#undef LOCTEXT_NAMESPACE