Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_RigidBody.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -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