Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintEditor/Private/AnimationNodes/SGraphNodeLayeredBoneBlend.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

47 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationNodes/SGraphNodeLayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.h"
#include "GraphEditorSettings.h"
/////////////////////////////////////////////////////
// SGraphNodeLayeredBoneBlend
void SGraphNodeLayeredBoneBlend::Construct(const FArguments& InArgs, UAnimGraphNode_LayeredBoneBlend* InNode)
{
this->GraphNode = Node = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
SAnimationGraphNode::Construct(SAnimationGraphNode::FArguments(), InNode);
}
void SGraphNodeLayeredBoneBlend::CreateInputSideAddButton(TSharedPtr<SVerticalBox> InputBox)
{
TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
NSLOCTEXT("LayeredBoneBlendNode", "LayeredBoneBlendNodeAddPinButton", "Add pin"),
NSLOCTEXT("LayeredBoneBlendNode", "LayeredBoneBlendNodeAddPinButton_Tooltip", "Adds a input pose to the node"),
false);
FMargin AddPinPadding = Settings->GetInputPinPadding();
AddPinPadding.Top += 6.0f;
InputBox->AddSlot()
.AutoHeight()
.VAlign(VAlign_Center)
.Padding(AddPinPadding)
[
AddPinButton
];
}
FReply SGraphNodeLayeredBoneBlend::OnAddPin()
{
Node->AddPinToBlendByFilter();
return FReply::Handled();
}