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#rb none Should be just copyright updates [CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AnimStateNode.cpp
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=============================================================================*/
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#include "AnimStateEntryNode.h"
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#include "EdGraph/EdGraph.h"
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#include "AnimationStateMachineSchema.h"
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#define LOCTEXT_NAMESPACE "AnimStateEntryNode"
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/////////////////////////////////////////////////////
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// UAnimStateEntryNode
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UAnimStateEntryNode::UAnimStateEntryNode(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimStateEntryNode::AllocateDefaultPins()
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{
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UEdGraphPin* Outputs = CreatePin(EGPD_Output, UAnimationStateMachineSchema::PC_Exec, TEXT("Entry"));
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}
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FText UAnimStateEntryNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UEdGraph* Graph = GetGraph();
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return FText::FromString(Graph->GetName());
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}
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FText UAnimStateEntryNode::GetTooltipText() const
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{
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return LOCTEXT("StateEntryNodeTooltip", "Entry point for state machine");
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}
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UEdGraphNode* UAnimStateEntryNode::GetOutputNode() const
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{
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if(Pins.Num() > 0 && Pins[0] != NULL)
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{
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check(Pins[0]->LinkedTo.Num() <= 1);
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if(Pins[0]->LinkedTo.Num() > 0 && Pins[0]->LinkedTo[0]->GetOwningNode() != NULL)
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{
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return Pins[0]->LinkedTo[0]->GetOwningNode();
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}
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}
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return NULL;
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}
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#undef LOCTEXT_NAMESPACE
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