More Engine.h trimming (EdGraph headers, BoneMaskFilter, Breakpoint, LevelScriptBP, ClipPAdEntry, CodecMovie, DestructibleFractureSettings, DeviceProfile)

[CL 2085606 by James Golding in Main branch]
This commit is contained in:
James Golding
2014-05-29 17:11:10 -04:00
committed by UnrealBot
parent fd33709df0
commit 7e7a2e6473
115 changed files with 208 additions and 98 deletions

View File

@@ -18,4 +18,9 @@ class UAnimationTransitionSchema : public UEdGraphSchema_K2
private:
void GetSourceStateActions(FGraphContextMenuBuilder& ContextMenuBuilder) const;
static UAnimStateTransitionNode* GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph);
static UAnimStateNode* GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph);
};

View File

@@ -47,7 +47,7 @@ void UAnimationTransitionSchema::GetSourceStateActions(FGraphContextMenuBuilder&
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
{
if (UAnimStateTransitionNode* TransNode = AnimBlueprintClass->GetAnimBlueprintDebugData().GetTransitionNodeFromGraph(ContextMenuBuilder.CurrentGraph))
if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), ContextMenuBuilder.CurrentGraph))
{
if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState()))
{
@@ -150,7 +150,7 @@ void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Grap
UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(&Graph));
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
{
TransNode = AnimBlueprintClass->GetAnimBlueprintDebugData().GetTransitionNodeFromGraph(&Graph);
TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), &Graph);
}
}
@@ -164,4 +164,29 @@ void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Grap
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}
UAnimStateTransitionNode* UAnimationTransitionSchema::GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
{
if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionGraphToNodeMap.Find(Graph))
{
return TransNodePtr->Get();
}
if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionBlendGraphToNodeMap.Find(Graph))
{
return TransNodePtr->Get();
}
return NULL;
}
UAnimStateNode* UAnimationTransitionSchema::GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
{
if (const TWeakObjectPtr<UAnimStateNode>* StateNodePtr = DebugData.StateGraphToNodeMap.Find(Graph))
{
return StateNodePtr->Get();
}
return NULL;
}
#undef LOCTEXT_NAMESPACE