// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_StateResult.h" #include "GraphEditorSettings.h" #define LOCTEXT_NAMESPACE "A3Nodes" ///////////////////////////////////////////////////// // UAnimGraphNode_StateResult UAnimGraphNode_StateResult::UAnimGraphNode_StateResult(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FLinearColor UAnimGraphNode_StateResult::GetNodeTitleColor() const { return GetDefault()->ResultNodeTitleColor; } FText UAnimGraphNode_StateResult::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("AnimGraphNodeStateResult_Title", "Output Animation Pose"); } FText UAnimGraphNode_StateResult::GetTooltipText() const { return LOCTEXT("AnimGraphNodeStateResult_Tooltip", "This is the output of this animation state"); } bool UAnimGraphNode_StateResult::IsSinkNode() const { return true; } void UAnimGraphNode_StateResult::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // Intentionally empty. This node is auto-generated when a new graph is created. } FString UAnimGraphNode_StateResult::GetDocumentationLink() const { return TEXT("Shared/GraphNodes/AnimationStateMachine"); } #undef LOCTEXT_NAMESPACE