// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "AnimGraphPrivatePCH.h" ///////////////////////////////////////////////////// // UAnimGraphNode_SpringBone UAnimGraphNode_SpringBone::UAnimGraphNode_SpringBone(const FPostConstructInitializeProperties& PCIP) : Super(PCIP) { } FString UAnimGraphNode_SpringBone::GetControllerDescription() const { return TEXT("Spring controller"); } FString UAnimGraphNode_SpringBone::GetTooltip() const { return TEXT("The Spring Controller applies a spring solver that can be used to limit how far a bone can stretch from its reference pose position and apply a force in the opposite direction."); } FString UAnimGraphNode_SpringBone::GetNodeTitle(ENodeTitleType::Type TitleType) const { FString Result = *GetControllerDescription(); Result += (TitleType == ENodeTitleType::ListView) ? TEXT(" - ") : TEXT("\n"); Result += FString::Printf(TEXT("Bone: %s"), *Node.SpringBone.BoneName.ToString()); return Result; }