2014-03-14 14:13:41 -04:00
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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2014-09-29 20:47:47 -04:00
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#include "AnimationGraphSchema.h"
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2014-04-24 14:34:01 -04:00
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#include "AnimGraphNode_Base.h"
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#include "AnimStateNode.h"
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2014-09-29 20:47:47 -04:00
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintActionFilter.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintUtilities.h"
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#include "K2Node_TransitionRuleGetter.h"
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2014-03-14 14:13:41 -04:00
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/////////////////////////////////////////////////////
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// UK2Node_TransitionRuleGetter
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#define LOCTEXT_NAMESPACE "TransitionRuleGetter"
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UK2Node_TransitionRuleGetter::UK2Node_TransitionRuleGetter(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UK2Node_TransitionRuleGetter::AllocateDefaultPins()
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{
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* OutputPin = CreatePin(EGPD_Output, Schema->PC_Float, /*PSC=*/ TEXT(""), /*PSC object=*/ NULL, /*bIsArray=*/ false, /*bIsReference=*/ false, TEXT("Output"));
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2014-04-23 18:30:37 -04:00
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OutputPin->PinFriendlyName = GetFriendlyName(GetterType);
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2014-03-14 14:13:41 -04:00
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PreloadObject(AssociatedAnimAssetPlayerNode);
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PreloadObject(AssociatedStateNode);
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Super::AllocateDefaultPins();
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}
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2014-04-23 18:30:37 -04:00
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FText UK2Node_TransitionRuleGetter::GetFriendlyName(ETransitionGetter::Type TypeID)
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{
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FText FriendlyName;
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switch (TypeID)
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{
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case ETransitionGetter::AnimationAsset_GetCurrentTime:
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FriendlyName = LOCTEXT("AnimationAssetTimeElapsed", "CurrentTime");
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break;
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case ETransitionGetter::AnimationAsset_GetLength:
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FriendlyName = LOCTEXT("AnimationAssetSequenceLength", "Length");
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break;
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case ETransitionGetter::AnimationAsset_GetCurrentTimeFraction:
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FriendlyName = LOCTEXT("AnimationAssetFractionalTimeElapsed", "CurrentTime (ratio)");
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break;
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case ETransitionGetter::AnimationAsset_GetTimeFromEnd:
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FriendlyName = LOCTEXT("AnimationAssetTimeRemaining", "TimeRemaining");
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break;
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case ETransitionGetter::AnimationAsset_GetTimeFromEndFraction:
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FriendlyName = LOCTEXT("AnimationAssetFractionalTimeRemaining", "TimeRemaining (ratio)");
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break;
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case ETransitionGetter::CurrentState_ElapsedTime:
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FriendlyName = LOCTEXT("CurrentStateElapsedTime", "Elapsed State Time");
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break;
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case ETransitionGetter::CurrentState_GetBlendWeight:
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FriendlyName = LOCTEXT("CurrentStateBlendWeight", "State's Blend Weight");
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break;
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case ETransitionGetter::ArbitraryState_GetBlendWeight:
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FriendlyName = LOCTEXT("ArbitraryStateBlendWeight", "BlendWeight");
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break;
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case ETransitionGetter::CurrentTransitionDuration:
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FriendlyName = LOCTEXT("CrossfadeDuration", "Crossfade Duration");
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break;
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default:
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ensure(false);
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break;
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}
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2014-04-23 18:30:37 -04:00
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return FriendlyName;
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2014-03-14 14:13:41 -04:00
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}
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2014-04-23 18:30:37 -04:00
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FText UK2Node_TransitionRuleGetter::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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2014-09-04 11:25:05 -04:00
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// @TODO: FText::Format() is slow... consider caching this tooltip like
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// we do for a lot of the BP nodes now (unfamiliar with this
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// node's purpose, so hesitant to muck with this at this time).
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2014-03-14 14:13:41 -04:00
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if (AssociatedAnimAssetPlayerNode != NULL)
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{
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UAnimationAsset* BoundAsset = AssociatedAnimAssetPlayerNode->GetAnimationAsset();
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if (BoundAsset)
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("BoundAsset"), FText::FromString(BoundAsset->GetName()));
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return FText::Format(LOCTEXT("AnimationAssetInfoGetterTitle", "{BoundAsset} Asset"), Args);
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2014-03-14 14:13:41 -04:00
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}
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}
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else if (AssociatedStateNode != NULL)
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{
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if (UAnimStateNode* State = Cast<UAnimStateNode>(AssociatedStateNode))
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{
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const FString OwnerName = State->GetOuter()->GetName();
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2014-04-23 18:30:37 -04:00
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FFormatNamedArguments Args;
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Args.Add(TEXT("OwnerName"), FText::FromString(OwnerName));
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Args.Add(TEXT("StateName"), FText::FromString(State->GetStateName()));
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return FText::Format(LOCTEXT("StateInfoGetterTitle", "{OwnerName}.{StateName} State"), Args);
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2014-03-14 14:13:41 -04:00
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}
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}
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else if (GetterType == ETransitionGetter::CurrentTransitionDuration)
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{
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return LOCTEXT("TransitionDuration", "Transition");
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2014-03-14 14:13:41 -04:00
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}
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else if (GetterType == ETransitionGetter::CurrentState_ElapsedTime ||
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GetterType == ETransitionGetter::CurrentState_GetBlendWeight)
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{
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return LOCTEXT("CurrentState", "Current State");
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}
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return Super::GetNodeTitle(TitleType);
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}
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2014-09-29 20:47:47 -04:00
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void UK2Node_TransitionRuleGetter::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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if( const UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>( ActionRegistrar.GetActionKeyFilter() ) )
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{
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TArray<UAnimStateNode*> States;
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FBlueprintEditorUtils::GetAllNodesOfClass(AnimBlueprint, /*out*/ States);
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for (auto StateIt = States.CreateIterator(); StateIt; ++StateIt)
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{
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UAnimStateNode* StateNode = *StateIt;
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auto UiSpecOverride = [](const FBlueprintActionContext& /*Context*/, const IBlueprintNodeBinder::FBindingSet& Bindings, FBlueprintActionUiSpec* UiSpecOut, UAnimStateNode* StateNode)
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{
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const FString OwnerName = StateNode->GetOuter()->GetName();
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UiSpecOut->MenuName = FText::Format(LOCTEXT("TransitionRuleGetterTitle", "Current {0} for state '{1}.{2}'"),
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UK2Node_TransitionRuleGetter::GetFriendlyName(ETransitionGetter::ArbitraryState_GetBlendWeight),
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FText::FromString(OwnerName),
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FText::FromString(StateNode->GetStateName()));
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};
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auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, UAnimStateNode* StateNode)
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{
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UK2Node_TransitionRuleGetter* NewNodeTyped = CastChecked<UK2Node_TransitionRuleGetter>(NewNode);
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NewNodeTyped->AssociatedStateNode = StateNode;
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NewNodeTyped->GetterType = ETransitionGetter::ArbitraryState_GetBlendWeight;
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};
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UBlueprintNodeSpawner* Spawner = UBlueprintNodeSpawner::Create( UK2Node_TransitionRuleGetter::StaticClass(), nullptr, UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, StateNode) );
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Spawner->DynamicUiSignatureGetter = UBlueprintNodeSpawner::FUiSpecOverrideDelegate::CreateStatic(UiSpecOverride, StateNode);
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ActionRegistrar.AddBlueprintAction( AnimBlueprint, Spawner );
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}
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}
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}
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2014-09-03 18:14:09 -04:00
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FText UK2Node_TransitionRuleGetter::GetTooltipText() const
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{
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return GetNodeTitle(ENodeTitleType::FullTitle);
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2014-03-14 14:13:41 -04:00
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}
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2014-09-29 20:47:47 -04:00
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bool UK2Node_TransitionRuleGetter::CanCreateUnderSpecifiedSchema(const UEdGraphSchema* Schema) const
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{
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return Cast<UAnimationGraphSchema>(Schema) != NULL;
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}
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bool UK2Node_TransitionRuleGetter::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
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{
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// only show the transition nodes if the associated state node is in every graph:
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if( AssociatedStateNode )
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{
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for( auto Blueprint : Filter.Context.Blueprints )
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{
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TArray<UAnimStateNode*> States;
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FBlueprintEditorUtils::GetAllNodesOfClass(Blueprint, /*out*/ States);
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if( !States.Contains( AssociatedStateNode ) )
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{
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return true;
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}
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}
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return false;
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}
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return true;
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}
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2014-03-14 14:13:41 -04:00
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UEdGraphPin* UK2Node_TransitionRuleGetter::GetOutputPin() const
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{
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return FindPinChecked(TEXT("Output"));
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}
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#undef LOCTEXT_NAMESPACE
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