// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. #include "AnimGraphPrivatePCH.h" #include "GraphEditorActions.h" #include "ScopedTransaction.h" #include "AnimGraphNode_ApplyAdditive.h" #include "Animation/AnimationSettings.h" #include "CompilerResultsLog.h" ///////////////////////////////////////////////////// // UAnimGraphNode_ApplyAdditive #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_ApplyAdditive::UAnimGraphNode_ApplyAdditive(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FLinearColor UAnimGraphNode_ApplyAdditive::GetNodeTitleColor() const { return FLinearColor(0.75f, 0.75f, 0.75f); } FText UAnimGraphNode_ApplyAdditive::GetTooltipText() const { return LOCTEXT("AnimGraphNode_ApplyAdditive_Tooltip", "Apply additive animation to normal pose"); } FText UAnimGraphNode_ApplyAdditive::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("AnimGraphNode_ApplyAdditive_Title", "Apply Additive"); } FString UAnimGraphNode_ApplyAdditive::GetNodeCategory() const { return TEXT("Blends"); //@TODO: TEXT("Apply additive to normal pose"), TEXT("Apply additive pose")); } void UAnimGraphNode_ApplyAdditive::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { if (UAnimationSettings::Get()->bEnablePerformanceLog) { if (Node.LODThreshold < 0) { MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this); } } } #undef LOCTEXT_NAMESPACE