Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_RigidBody.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

43 lines
1.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_RigidBody.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BoneControllers/AnimNode_RigidBody.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_RigidBody
#define LOCTEXT_NAMESPACE "RigidBody"
UAnimGraphNode_RigidBody::UAnimGraphNode_RigidBody(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_RigidBody::GetControllerDescription() const
{
return LOCTEXT("AnimGraphNode_RigidBody_ControllerDescription", "Rigid body simulation for physics asset");
}
FText UAnimGraphNode_RigidBody::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_RigidBody_Tooltip", "This simulates based on the skeletal mesh component's physics asset");
}
FText UAnimGraphNode_RigidBody::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return FText(LOCTEXT("AnimGraphNode_RigidBody_NodeTitle", "RigidBody"));
}
void UAnimGraphNode_RigidBody::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
if(Node.bEnableWorldGeometry && Node.SimulationSpace != ESimulationSpace::WorldSpace)
{
MessageLog.Error(*LOCTEXT("AnimGraphNode_CompileError", "@@ - uses world collision without world space simulation. This is not supported").ToString());
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
#undef LOCTEXT_NAMESPACE