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Removed direct access to currently compiling BP class to restrict unguarded mutation. Const-corrected various accessors and overrides. Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency. Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to. Removed anim class subsystems. Moved property access code to engine module (editor code is still in a plugin). Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy #rb Dan.OConnor #jira none [CL 14278258 by Thomas Sarkanen in ue5-main branch]
57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_StateResult.h"
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#include "GraphEditorSettings.h"
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#include "AnimBlueprintCompiler.h"
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#include "AnimBlueprintCompilerHandler_Base.h"
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#include "IAnimBlueprintCompilationContext.h"
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#define LOCTEXT_NAMESPACE "A3Nodes"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_StateResult
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UAnimGraphNode_StateResult::UAnimGraphNode_StateResult(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FLinearColor UAnimGraphNode_StateResult::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
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}
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FText UAnimGraphNode_StateResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNodeStateResult_Title", "Output Animation Pose");
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}
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FText UAnimGraphNode_StateResult::GetTooltipText() const
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{
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return LOCTEXT("AnimGraphNodeStateResult_Tooltip", "This is the output of this animation state");
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}
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bool UAnimGraphNode_StateResult::IsSinkNode() const
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{
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return true;
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}
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void UAnimGraphNode_StateResult::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) 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_StateResult::GetDocumentationLink() const
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{
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return TEXT("Shared/GraphNodes/AnimationStateMachine");
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}
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void UAnimGraphNode_StateResult::OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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UAnimGraphNode_StateResult* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_StateResult>(this);
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Node.Name = TrueNode->GetGraph()->GetFName();
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}
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#undef LOCTEXT_NAMESPACE
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