Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_TransitionResult.cpp
Marcus Wassmer cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00

38 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_TransitionResult.h"
#include "GraphEditorSettings.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_TransitionResult
#define LOCTEXT_NAMESPACE "UAnimGraphNode_TransitionResult"
UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_TransitionResult::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_TransitionResult::GetTooltipText() const
{
return LOCTEXT("TransitionResultTooltip", "This expression is evaluated to determine if the state transition can be taken");
}
FText UAnimGraphNode_TransitionResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Result", "Result");
}
void UAnimGraphNode_TransitionResult::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty. This node is auto-generated when a transition graph is created.
}
#undef LOCTEXT_NAMESPACE