// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "GraphEditorCommon.h" #include "SGraphPinText.h" #include "SGraphPinMaterialInput.h" void SGraphPinMaterialInput::Construct(const FArguments& InArgs, UEdGraphPin* InGraphPinObj) { UMaterialGraph* MaterialGraph = CastChecked(InGraphPinObj->GetOwningNode()->GetGraph()); const UMaterialGraphSchema* Schema = CastChecked(MaterialGraph->GetSchema()); if (MaterialGraph->IsInputActive(InGraphPinObj)) { CachedPinColor = Schema->ActivePinColor; } else { CachedPinColor = Schema->InactivePinColor; } SGraphPin::Construct(SGraphPin::FArguments().UsePinColorForText(true), InGraphPinObj); } FSlateColor SGraphPinMaterialInput::GetPinColor() const { return CachedPinColor; }