// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. /*============================================================================= AnimStateNode.cpp =============================================================================*/ #include "AnimGraphPrivatePCH.h" #include "AnimStateEntryNode.h" #include "EdGraphUtilities.h" #include "AnimationStateMachineSchema.h" ///////////////////////////////////////////////////// // UAnimStateEntryNode UAnimStateEntryNode::UAnimStateEntryNode(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { } void UAnimStateEntryNode::AllocateDefaultPins() { const UAnimationStateMachineSchema* Schema = GetDefault(); UEdGraphPin* Outputs = CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Entry")); } FText UAnimStateEntryNode::GetNodeTitle(ENodeTitleType::Type TitleType) const { UEdGraph* Graph = GetGraph(); return FText::FromString(Graph->GetName()); } FString UAnimStateEntryNode::GetTooltip() const { return TEXT("Entry point for state machine"); } UEdGraphNode* UAnimStateEntryNode::GetOutputNode() const { if(Pins.Num() > 0 && Pins[0] != NULL) { check(Pins[0]->LinkedTo.Num() <= 1); if(Pins[0]->LinkedTo.Num() > 0 && Pins[0]->LinkedTo[0]->GetOwningNode() != NULL) { return Pins[0]->LinkedTo[0]->GetOwningNode(); } } return NULL; }