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More Engine.h trimming (EdGraph headers, BoneMaskFilter, Breakpoint, LevelScriptBP, ClipPAdEntry, CodecMovie, DestructibleFractureSettings, DeviceProfile)
[CL 2085606 by James Golding in Main branch]
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@@ -18,4 +18,9 @@ class UAnimationTransitionSchema : public UEdGraphSchema_K2
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private:
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void GetSourceStateActions(FGraphContextMenuBuilder& ContextMenuBuilder) const;
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static UAnimStateTransitionNode* GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph);
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static UAnimStateNode* GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph);
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};
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@@ -47,7 +47,7 @@ void UAnimationTransitionSchema::GetSourceStateActions(FGraphContextMenuBuilder&
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if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
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{
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if (UAnimStateTransitionNode* TransNode = AnimBlueprintClass->GetAnimBlueprintDebugData().GetTransitionNodeFromGraph(ContextMenuBuilder.CurrentGraph))
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if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), ContextMenuBuilder.CurrentGraph))
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{
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if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState()))
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{
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@@ -150,7 +150,7 @@ void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Grap
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UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(&Graph));
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if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
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{
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TransNode = AnimBlueprintClass->GetAnimBlueprintDebugData().GetTransitionNodeFromGraph(&Graph);
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TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), &Graph);
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}
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}
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@@ -164,4 +164,29 @@ void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Grap
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DisplayInfo.DisplayName = DisplayInfo.PlainName;
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}
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UAnimStateTransitionNode* UAnimationTransitionSchema::GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
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{
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if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionGraphToNodeMap.Find(Graph))
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{
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return TransNodePtr->Get();
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}
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if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionBlendGraphToNodeMap.Find(Graph))
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{
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return TransNodePtr->Get();
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}
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return NULL;
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}
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UAnimStateNode* UAnimationTransitionSchema::GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
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{
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if (const TWeakObjectPtr<UAnimStateNode>* StateNodePtr = DebugData.StateGraphToNodeMap.Find(Graph))
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{
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return StateNodePtr->Get();
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}
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return NULL;
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}
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#undef LOCTEXT_NAMESPACE
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