// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_RigidBody.h" #include "Kismet2/CompilerResultsLog.h" #include "BoneControllers/AnimNode_RigidBody.h" ///////////////////////////////////////////////////// // UAnimGraphNode_RigidBody #define LOCTEXT_NAMESPACE "RigidBody" UAnimGraphNode_RigidBody::UAnimGraphNode_RigidBody(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_RigidBody::GetControllerDescription() const { return LOCTEXT("AnimGraphNode_RigidBody_ControllerDescription", "Rigid body simulation for physics asset"); } FText UAnimGraphNode_RigidBody::GetTooltipText() const { return LOCTEXT("AnimGraphNode_RigidBody_Tooltip", "This simulates based on the skeletal mesh component's physics asset"); } FText UAnimGraphNode_RigidBody::GetNodeTitle(ENodeTitleType::Type TitleType) const { return FText(LOCTEXT("AnimGraphNode_RigidBody_NodeTitle", "RigidBody")); } void UAnimGraphNode_RigidBody::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) { if(Node.bEnableWorldGeometry && Node.SimulationSpace != ESimulationSpace::WorldSpace) { MessageLog.Error(*LOCTEXT("AnimGraphNode_CompileError", "@@ - uses world collision without world space simulation. This is not supported").ToString()); } Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog); } #undef LOCTEXT_NAMESPACE