Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/EnvironmentQueryGraphNode_Root.cpp
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

48 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "EnvironmentQueryGraphNode_Root.h"
UEnvironmentQueryGraphNode_Root::UEnvironmentQueryGraphNode_Root(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
bIsReadOnly = true;
}
void UEnvironmentQueryGraphNode_Root::AllocateDefaultPins()
{
UEdGraphPin* Outputs = CreatePin(EGPD_Output, TEXT("Transition"), TEXT("In"));
}
FText UEnvironmentQueryGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("EnvironmentQueryEditor", "Root", "ROOT");
}
void UEnvironmentQueryGraphNode_Root::LogDebugMessage(const FString& Message)
{
if (DebugMessages.Num() == 0)
{
bHasDebugError = false;
}
// store only 1 error message, discard everything after it
if (!bHasDebugError)
{
DebugMessages.Add(Message);
}
}
void UEnvironmentQueryGraphNode_Root::LogDebugError(const FString& Message)
{
if (DebugMessages.Num() == 0)
{
bHasDebugError = false;
}
// store only 1 error message, discard everything after it
if (!bHasDebugError)
{
DebugMessages.Add(Message);
bHasDebugError = true;
}
}