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