Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SubInput.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

58 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_SubInput.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "GraphEditorSettings.h"
#include "BlueprintActionFilter.h"
#define LOCTEXT_NAMESPACE "SubInputNode"
FLinearColor UAnimGraphNode_SubInput::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_SubInput::GetTooltipText() const
{
return LOCTEXT("ToolTip", "Inputs to a sub-animation graph from a parent instance.");
}
FText UAnimGraphNode_SubInput::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Title", "Sub-Graph Input");
}
bool UAnimGraphNode_SubInput::CanUserDeleteNode() const
{
return true;
}
bool UAnimGraphNode_SubInput::CanDuplicateNode() const
{
return false;
}
bool UAnimGraphNode_SubInput::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
bool bFilterOut = false;
TArray<UAnimGraphNode_SubInput*> SubInputNodes;
for(UBlueprint* Blueprint : Filter.Context.Blueprints)
{
SubInputNodes.Empty(SubInputNodes.Num());
FBlueprintEditorUtils::GetAllNodesOfClass(Blueprint, SubInputNodes);
if(SubInputNodes.Num() > 0)
{
bFilterOut = true;
break;
}
}
return bFilterOut;
}
#undef LOCTEXT_NAMESPACE