// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_TransitionResult.h" #include "GraphEditorSettings.h" ///////////////////////////////////////////////////// // UAnimGraphNode_TransitionResult #define LOCTEXT_NAMESPACE "UAnimGraphNode_TransitionResult" UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FLinearColor UAnimGraphNode_TransitionResult::GetNodeTitleColor() const { return GetDefault()->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::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // Intentionally empty. This node is auto-generated when a transition graph is created. } #undef LOCTEXT_NAMESPACE