Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimStateEntryNode.cpp
2014-03-14 14:13:41 -04:00

50 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimStateNode.cpp
=============================================================================*/
#include "AnimGraphPrivatePCH.h"
#include "EdGraphUtilities.h"
/////////////////////////////////////////////////////
// UAnimStateEntryNode
UAnimStateEntryNode::UAnimStateEntryNode(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UAnimStateEntryNode::AllocateDefaultPins()
{
const UAnimationStateMachineSchema* Schema = GetDefault<UAnimationStateMachineSchema>();
UEdGraphPin* Outputs = CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Entry"));
}
FString UAnimStateEntryNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UEdGraph* Graph = GetGraph();
return 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;
}