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82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimGraphNode_Root.h"
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#include "GraphEditorSettings.h"
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/////////////////////////////////////////////////////
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// FPoseLinkMappingRecord
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void FPoseLinkMappingRecord::PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const
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{
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checkSlow(IsValid());
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DestinationPtr = ChildProperty->ContainerPtrToValuePtr<uint8>(DestinationPtr);
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if (ChildPropertyIndex != INDEX_NONE)
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{
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UArrayProperty* ArrayProperty = CastChecked<UArrayProperty>(ChildProperty);
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FScriptArrayHelper ArrayHelper(ArrayProperty, DestinationPtr);
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check(ArrayHelper.IsValidIndex(ChildPropertyIndex));
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DestinationPtr = ArrayHelper.GetRawPtr(ChildPropertyIndex);
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}
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// Check to guard against accidental infinite loops
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check((LinkID == INDEX_NONE) || (LinkID != SourceLinkID));
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// Patch the pose link
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FPoseLinkBase& PoseLink = *((FPoseLinkBase*)DestinationPtr);
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PoseLink.LinkID = LinkID;
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PoseLink.SourceLinkID = SourceLinkID;
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}
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/////////////////////////////////////////////////////
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// UAnimGraphNode_Root
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_Root::UAnimGraphNode_Root(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FLinearColor UAnimGraphNode_Root::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
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}
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FText UAnimGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNodeRoot_Title", "Final Animation Pose");
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}
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FString UAnimGraphNode_Root::GetTooltip() const
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{
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return LOCTEXT("AnimGraphNodeRoot_Tooltip", "Wire the final animation pose into this node").ToString();
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}
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bool UAnimGraphNode_Root::IsSinkNode() const
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{
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return true;
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}
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void UAnimGraphNode_Root::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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// Intentionally empty. This node is autogenerated when a new graph is created.
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}
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void UAnimGraphNode_Root::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
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{
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// Intentionally empty. This node is auto-generated when a new graph is created.
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}
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FString UAnimGraphNode_Root::GetDocumentationLink() const
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{
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return TEXT("Shared/GraphNodes/AnimationStateMachine");
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}
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#undef LOCTEXT_NAMESPACE
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